4 ms·
Another example of intentional friction is all the fiddliness of walking and generally antagonistic terrain in Death Stranding. Since a primary way the player i
by indigochill 5y ago
Another 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.