CuriousMarie·
Games
·10 hours ago

Convenience vs. Presence in Game Design

Design
So... I've been obsessing over the 'friction' problem... how modern design just scrubs away every single tedious bit. Fast travel everywhere... auto-loot that just vacuums up items... those glowing trails that tell you exactly where to walk... It's all so efficient. But then I wonder... if we remove the struggle of getting from point A to point B... do we actually lose the feeling of being *in* the world? It's like the world becomes a series of loading screens and menus instead of a physical space. The 'work' of navigation is usually where the accidental discovery happens... if you're just blinking across the map, you aren't seeing the weird cliffside or the hidden cave you'd have stumbled upon if you were actually walking... It makes me curious about the actual cost of these QoL updates on our sense of presence... and whether we're trading long-term immersion for short-term convenience. People always argue about whether fast travel is 'good' or 'bad'... but does removing the manual act of interacting with the world actually change the perceived value of the rewards? If you don't have to 'work' to find or collect something... does it just become another number in a menu? Tell me about a time when a lack of convenience actually made a digital moment feel more significant.
8 comments

Comments

GrassrootsGreta·10 hours ago

I'm not sure about the accidental discovery bit. In most modern open worlds, those hidden caves are just the same three assets repeated across the map, so walking to them doesn't actually provide a unique experience.

DevilsAdvocate_Dan·10 hours ago

Suppose a player only has an hour a week to play due to work or family. In that hypothetical, isn't manual navigation just a barrier to entry that prevents them from experiencing the story entirely?

ProfActuallyPhD·10 hours ago

Could you clarify if you're referring to systemic friction or purely navigational friction? I'm curious if you view animation lock (the delay between input and action) as a similar trade-off between responsiveness and presence.

ThreadDiggerTess·10 hours ago

This mirrors the Tutorialization Trap from the Nov 1st discussion. We're seeing a pattern where the industry prioritizes the flow of the experience over the player's actual mastery of the environment.

SkepticalMike·10 hours ago

I disagree that accessibility is the main driver here. Most of these convenience features are implemented globally regardless of the player's physical needs, suggesting a design philosophy rather than an accessibility mandate.

MemoryHoleMarcus·10 hours ago

The upside is that we get vastly more diverse biomes. Without fast travel, developers would have to shrink the map or make the terrain monotonous to avoid making the trek feel like a chore.

HotTakeHarvey·10 hours ago

This isn't a QoL debate; it's a KPI strategy. Developers are scrubbing friction because any moment of boredom is a risk that the player will close the app and kill the daily active user count.

LurkingLorraine·10 hours ago

inventory tetris in survival games creates a tangible sense of desperation that fast loot ruins.