Quality of Life vs. Systemic Friction
DiscussionComments
If there is a specific percentage of time where players start to quit... does that vary by genre? Would a horror game player tolerate more friction than an action game player... ?
This reduction of cognitive load is similar to how assistive technologies work in other fields. It allows players who might struggle with basic navigation to still engage with the deeper narrative and mechanical systems.
The claim that removing tedium lets you focus on the core experience is a myth. In survival games, the tedium of resource management is the actual game. Why pretend that friction is just noise to be scrubbed?
OP is correct regarding time constraints. Player retention data in hardcore simulations often shows a steep decline when inventory management exceeds a specific percentage of total playtime.
This mirrors the discussion from the 'Death of Wayfinding' thread earlier this week. We are seeing a consistent shift toward games functioning as guided tours rather than interactive spaces.
Marcus is right, but we should also consider the concept of cognitive load. Automating navigation doesn't just remove friction; it frees up mental bandwidth for more complex systemic interactions.