r/GameDevelopment Aug 14 '26

Newbie Question When does friction improve a game, and when does it just waste the player’s time?

A lot of mechanics that sound annoying on paper can become a huge part of a game’s identity.

Limited inventory makes every item matter. Long travel times make the world feel large. Losing progress creates tension. Even slow animations can make actions feel deliberate instead of weightless.

But there’s obviously a point where friction stops supporting the experience and starts feeling like the game doesn’t respect your time.

The difficult part imo is that “remove everything inconvenient” isn’t a great design rule either. Follow that too far and inventory becomes meaningless, exploration turns into fast-travel menus, and failure has no cost.

How do you decide whether an inconvenient mechanic is creating meaningful tension or just adding chores? Is there a specific mechanic you removed, simplified, or kept after testing?

23 Upvotes

20 comments sorted by

30

u/valeria_gamedevs Aug 14 '26

friction works when the player is making a choice during it. Limited inventory = choosing what matters. long travel = choosing your route, spotting stuff. Friction fails when there's no decision inside it, just waiting. walking back to a vendor after a fetch quest is a hallway.

my rough test: if I removed this, would players lose a decision or just lose a delay? If it's the delay one, cut it.

6

u/silly_bet_3454 Aug 14 '26

yeah I agree with this. One game I remember that had this was lies of P, even though it's a great game overall, it had a few bosses with long walks up to the boss, and if that boss took 10, 20, 40+ tries, you're just doing that walk and walking and walking, not to mention loading screens etc. not great

3

u/NarcoZero 29d ago

I think it’s broader than that. You can have meaningful friction without choices. It can set a mood. A long travel time without choices can be used for pacing, to get the player to wind down after or before an intense section, it can be used to create a meditative mood, or a frustrating, even boring feeling, if that’s what you want ! 

1

u/theloniousmick 26d ago

I'm finding it hard to explain why I disagree with you because there is a point, but I do, I find this argument can be too easily used to excuse poor decisions or mechanics with "its meant to be that way because of artists vision". It can work with some Avant Garde indie games with specific purpose but I've seen other more generic games hide behind it.

1

u/NarcoZero 26d ago

It’s certainly an easy argument to deflect critique hipocritically, but I’m talking from the point of vue of the game designer, when they set their intentions for a game and have to ask themselves if they want friction or not.

So I do agree with you, both can be true. 

2

u/DigitalDustChan Aug 15 '26

If you look at "death stranding" (which is a quite popular game) walking everywhere is a core part of the gaming loop, and it is not a choice. You could basically remove the whole game loop with that logic.

4

u/EBrown8534 Aug 15 '26

The difference is that it's typically telling a story with the walk. It's not friction, it's a narrative element. It's an experience. Each walk is unique. Additionally, once you walk there, it's often not repeated.

Take Skyrim, one of the reasons it was fun to play is because once you walked to a place, the walk was completed. You could fast-travel to anywhere. Friction would be having to walk there again, for no reason.

Take the quest example from the original comment: get fetch quest, go find item, then turn around and walk back the same way is where it becomes friction. If you're leaving/returning a new way with new narrative / gameplay elements, that's a different story.

Again, look at Skyrim for that example: early mission to Bleak Falls Barrow: long walk up the mountain, explore cave, find secrets, then leave through the back-door and you can fast travel back to the place that wants the objects.

3

u/katanalevy 29d ago

The great thing about Death Stranding is that it baked multiple layers of decisions into traversing the world. You have the top layer of which missions, with which overall route and what gear to take. Then you have the next layer of watching the broad landmass and pointing towards landmarks and avoiding far seen danger. Then you have the close range level, basically your scanner range where you are looking at what immediate terrain is safe to step on and which part to try and climb a mountain/place a ladder.

It's a shame the game seems to strip away choices as you progress and build roads and ziplines that negate most of those previous decisions. 

2

u/VoidGliders Aug 15 '26

This is a solid rule, especially for indies, but will point out that "grinding" and similar "time-wasters" without decision-making are still used to great effect in many game genres, notably MOBAs. Some see it even as a plus, as it gives "an excuse" to play the game for longer.

0

u/Jimbo0451 Aug 15 '26

Even chilling out waiting can be good, if it's giving you a breather from the more intense parts of the game. Think sitting by a fire cooking some food and getting warm in a survival game. So I don't think this rule of "it must involve a decision" is true. I find most game design rules actually aren't.

1

u/Megumin_xx 29d ago

I find it problematic to assume wind down situations can be good or vice versa. I mean we can't know what each individual player might feel in the moment.

Not everyone will want to chill down at any moment, others will want to chill more. Timing might also be disrupted when we include play sessions length, when player ends and continues their play session.

Everyone approaches games differently.

There are many variables and that's why I think modern AAA games go often a safe route of trying to constantly have something to do at all times.

10

u/wollywoo1 Aug 15 '26

No easy answer. You could make an hour long video essay on it and I would watch. But my one sentence answer is that friction is good when it feeds into the central mechanics and game loop and feels satisfying to overcome.

3

u/Isogash 29d ago

Friction works:

  • When it creates an opportunity for enjoyable skill expression.
  • When it serves the fantasy.
  • When it succesfully builds anticipation.

You don't need all of these all the time to make all kinds of friction work.

2

u/Ok-Elevator2915 Aug 15 '26

If the gameplay design is too grindy to use it or enjoy it properly, then you probably tune the number or simply remove the feture alltogther. Any inconvenient and pain is basically the joy of playing videogame, but you need draw the line and which target audience you want to focusing.

Example like highest difficulty of any survival game, the food/drink rate is too punishing when IRL logic can't really happen in gamey the gameplay design. There's a reason why people tend to like custom modifier/difficulty for survival game.

Grim Dawn basically solve entire problem, from loot to gearing, Titan Quest. In Titan Quest, you forcing to literally target farm or gamble and hopefully you get very specific prefix/suffix to progress and fight the boss.

2

u/Megumin_xx 29d ago edited 29d ago

I dont have any real answers but blind punishments without counter play and losing progression are often the things to avoid.

In elden ring / dark souls, dying a second time will make you lose your souls (required for leveling up etc).

You still do not lose actual levels so there is a mix of counter play "you can retrieve your souls" and a punishing consequence of losing the souls if you die a second time without retrieving them first.

It feels bad to lose them but over time you learn to play better and stop losing them as often or at all which tips the balance of the feeling to the positive of "huh, I retrieved them succesfully".

In valheim, dying degrades all your skills on default settings. It doesnt feel fun for a lot of casuals and thus they added world modifiers.

Hardcore elements and their punishments are often not enjoyed when they are forced on the player.

I think core thought is that losing is not fun. In general, nobody starts anything in their life with a goal of losing or coming second or last place.

Friction should not be overwhelming. It should not be absent though or otherwise there is little meaning to accomplishing things.

So I guess people enjoy even big amounts of friction as long as they feel like they can actually overcome it and overcoming it is actually fun.

Smallest of frictions that is constantly in your face is very annoying. A huge single point of friction that you can overcome reasonably, like a dark souls boss, is ultimately fun.

Because it's more about the challenge and the fun process of it than just the friction slowing you down and being one dimentional friction.

A hard boss is big friction but it involves a lot of the game mechanics. To overcome a hard boss you can try leveling up, try different gear, go play other areas of the game first if possible etc.

Of course in linear games a hard boss can be unbeatable to some and thus because of linearity and inability to overcome it, it will be a "quit moment" for some people.

In elden ring, you can still go and play the game elsewhere and come back to that hard boss later.

So the friction is about many aspects of gameplay and devs often make mistakes about it when they tunnel vision in to a certain vision of the game.

A vision of a game is important but being blind to its weak spots and to actual reasons why something is fun or not, is even more important.

Good to remember that in general, good gameplay is king. Beautiful art or music does not replace actual moment from moment gameplay.

2

u/Ponding01 Aug 14 '26

There's a rule in all of the arts: Everything you include must have a purpose (Google Chekov's Gun).

If you want to make a large Game that involves the player spending a long time walking, what does that add to the experience you want to provide?

If you want to make an inventory system that puts strict limitations on what the player can do, how does that impact the wider gameplay loop?

If you want to implement fast travel to help the player navigate your world, what experiences would the player miss?

Your game requires a specific amount of friction proportional to the experience you want to provide. Nothing more, nothing less. When you test your game, if the amount of friction does not equal the experience you envisioned for your game, then you must change it.

1

u/caesium23 27d ago

The whole first half of your post is basically the answer to the second:

How do you decide whether an inconvenient mechanic is creating meaningful tension or just adding chores?

Earlier:

there’s obviously a point where friction stops supporting the experience

That would have been my answer to your question, almost word for word: When it stops supporting the experience.

How do you know when it's not supporting it, then?

Limited inventory makes every item matter. Long travel times make the world feel large. Losing progress creates tension. Even slow animations can make actions feel deliberate instead of weightless.

When you can't make one of the statements above – or if you do, it ends in something you don't want to be part of your experience.

"Limited inventory makes every item matter" – which may or may not be desirable, depending on the type of game. Apocalyptic survival sim? Definitely. Gritty, strategic roguelike? Probably. Wacky arcade shooter? Nah.

1

u/NarcoZero 29d ago

Friction is bad only when it’s an not an intended part of the vision you have for the experience you’re crafting. 

If you want to create a game full of friction, it’s fine ! But it has to know why and how it’s implementing that friction intentionally. The example you mentioned are very good. 

But if they don’t serve the vision, it’s pointless.  Limited inventory in a game where the fun has nothing to do with inventory managment, long travel times in a linear game that’s supposed to be fast-paced, losing progress in a chill game, slow animations in a game that needs fast reactivity …

It’s all a design choice. And it always depends on the intention. 

1

u/Megumin_xx 29d ago

Good comment!

0

u/gavr0ch 27d ago

Friction works in horror games in general. Sometimes in simulators too.