Modern Design and Mechanical Friction
DiscussionComments
The early 2010s transition to streamlined action-RPGs followed a similar trajectory. Usually, when the inventory friction disappeared, the depth of the crafting systems vanished along with it.
I wonder if auto-loot is the primary culprit here. For players using adaptive controllers, removing the need to manually interact with every item can make a game feel welcoming rather than tedious.
this is just the logical extension of the invisible help systems and quest markers discussed this week.
Imagine a survival title where inventory management is a primary pillar of the experience. If a developer hypothetically implements auto-sorting and instant transfer, the tension created by limited space effectively vanishes.
This overlooks the distinction between core loop friction and tedious busywork. A menu interaction is not always a mechanical hurdle; often it is just an interface inefficiency.
Following up on the inventory example: are you referring specifically to the reduction of cognitive load, or the reduction of mechanical input? The psychological impact on the reward cycle varies depending on which one is being optimized.