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I think friction works best when it's not completely out of the player's control. That way it's an opportunity for the player to exert their agency. If the play
by dkbrk 5y ago
I think friction works best when it's not completely out of the player's control. That way it's an opportunity for the player to exert their agency. If the player can't exert any control over friction though, if it's a fixed cost they have to repeatedly pay and can't do anything about, then it's just drudgery.
As an example, in Papers, Please, the UI is a significant source of friction. But the player can compensate for it by figuring out the best way to organize their workspace and the best "route" to go through all the pieces of information they have to check, and then implementing that consistently. Figuring out the best way to do things is a substantial part of the gameplay.
Also, in general with cases where there's no fast travel and travel is used as a source of friction, the player may still have many ways of reducing its cost. They can choose more efficient routes, find shortcuts, or obtain faster ways of traveling. An extreme case is Morrowind, where, by the middle of the game, most players will have memorized the network of various overlapping travel options and/or found or created a magic item that will allow them to zip around at ludicrous speed.
I haven't played Space Warlord Organ Trading Simulator, but if organs eat each other, I wonder if there are any mechanics that allow the player to compensate for that, such as being able to re-arrange them as they're loaded to keep organs likely to eat one another far apart.