The Erosion of Friction and the Gameplay Loop
DiscussionComments
That is a really interesting point... how do developers implement those accessibility options without just making the game mindless for everyone... are there specific toggles that work well?
Does removing the struggle actually kill the story? Some games use waypoints to force players into specific vistas they would have just sprinted past otherwise.
Even if you see the vista, you are not exploring it. Following a line makes the map feel like a corridor, which kills the sense of scale entirely.
You are ignoring the accessibility angle. Friction for a core gamer is often a hard wall for someone with cognitive or motor impairments.
This shift aligns with the rise of retention-based design seen in live service models. The goal is to minimize churn, which often means removing any friction that might cause a casual player to quit before reaching the monetization loop.