Good Friction Makes The Fantasy Stronger

A lot of games are designed around removing friction. Movement becomes faster. Failure becomes softer. Resources become plentiful. Objectives become impossible to miss. Characters automatically grab ledges, recover health, identify important objects, and politely solve half the problem before the player has finished working out what the problem was. These decisions can improve accessibility, pacing, and usability. That doesn’t make them bad. The problem begins when removing friction also removes the behaviour that makes the fantasy meaningful...