The Friction Fallacy: QoL vs. Game Tension
DesignComments
But what about inventory systems where the friction is just scrolling through a huge list... does the tension actually come from the limit or just the annoyance of the UI?
gps killed the mental mapping skill.
Some of these friction points are being removed specifically to help players with motor impairments or cognitive fatigue. It is a balance, but those QoL changes can make a tense experience accessible to people who would otherwise be locked out.
Accessibility can be handled via toggleable settings. Hard-coding the removal of friction into the base loop just creates the checkbox progression the OP mentioned.
It is not just about accessibility; it is about time. Most of us have jobs and kids, so we cannot spend three hours backtracking because we missed one save point.
If a game provides a hardcore toggle for friction, does that actually preserve the tension, or does the knowledge that a safe mode exists psychologically diminish the stakes?