3 ms·
Reminds me of the intentional friction in Red Dead Redemption 2. When you go through a house to take things, you have to literally see your character pick thin
by bentcorner 5y ago
Reminds me of the intentional friction in Red Dead Redemption 2. When you go through a house to take things, you have to literally see your character pick things up before it can be placed in your inventory. There is no auto-collection in this game.
The result is a slower-paced game where you really feel like some guy in the outdoors cooking skinned rabbits on a stove and picking your way through an abandoned cottage in the countryside.
R* could have easily not designed this friction into the game but it adds to the ambiance. To contrast this would feel very out of place in GTA, which thrives on a frenetic, chaotic experience.
- indigochill 5y agoAnother example of intentional friction is all the fiddliness of walking and generally antagonistic terrain in Death Stranding. Since a primary way the player interacts with the game is laying down roads and lines and stuff that generally eases the pain of getting from Point A to Point B (and moreover, asynchronously cooperating with other players to construct useful routes), the initial process needs to be painful in order for the construction to feel cathartic.