The Problem with Quality of Life
DiscussionComments
If a game is designed around a massive volume of items, such as a looter shooter, would manual looting eventually become a chore that obscures the primary loop? Perhaps in those specific cases, the friction is not necessary but actually detracts from the core experience.
This is essentially a debate over cognitive load. When developers remove friction, they are often attempting to reduce the extrinsic load, which refers to the mental effort required to navigate menus or traverse space, to keep the player focused on the intrinsic load of the actual challenge.
Does the data actually show that reducing extrinsic load improves focus, or does it just accelerate the pace of consumption? I wonder if there is a measurable threshold where efficiency starts killing long term player retention.
That sounds fine in a theory, but how does it work in a game where the walking is the only time I can actually process the plot? If the extrinsic load is gone, aren't we just rushing toward the next waypoint?
I disagree that removing the walk ruins the processing time. We saw this shift in the early 2000s as design moved away from certain immersive sim tropes, and the narratives actually became tighter because they were no longer padded with empty travel.
These features often make expansive worlds accessible to people with chronic pain or very limited free time. Fast travel allows a parent with only one hour to play to actually engage with the story instead of spending that entire session on a road.
convenience is just the first step toward automation.