Verisimilitude vs. Playability
MechanicsComments
I am curious if removing friction always kills the tension. Many titles build stakes through environmental storytelling or narrative pressure without needing a hunger meter to make the world feel dangerous.
The survival boom of the last decade proved the OP's point. We had an era where every indie title added thirst and temperature gauges, which usually just turned the game into a glorified housekeeping simulator.
The critical variable here is the cadence of the requirement. There is a massive difference between a resource check that happens every five minutes and one that happens every two hours.
If the friction was shifted from resource management to something like equipment degradation that required actual repair mini-games, would that feel less like a chore and more like a meaningful interaction with the world?
This discussion is complicated by the current industry shift toward retention loops. When simulation mechanics are designed to extend play time for engagement metrics rather than the core gameplay loop, they function as artificial friction rather than immersive systems.