92
submitted 1 day ago by alyaza@beehaw.org to c/gaming@beehaw.org

I've noticed a trend—particularly in some recent RPGs—of, well, let's call it 'Netflixiness'.

Dialogue designed to leave absolutely nothing to interpretation, to exposit information in the most direct way possible, devoid of any real character or context. There's an assumption that any moment the audience spends confused, curious, or out-of-the-loop is a narrative disaster.

I hate to keep knocking Dragon Age: The Veilguard about, especially since I still had a decent time with it all told, but the thing that made me break off from it after 60 hours really was its story. It's a tale that does get (slightly) better, but it gave me a terrible first impression I never quite shook.

you are viewing a single comment's thread
view the rest of the comments
[-] Paradachshund@lemmy.today 2 points 1 day ago

Hear hear! This is such a plague on games and media right now. I don't blame developers that much, because lack of friction is super commonly taught in game design courses, and it's not always bad. It can be done waaaay too much though.

[-] megopie@beehaw.org 6 points 1 day ago* (last edited 1 day ago)

there probably shouldn’t be a lot of friction for things the player isn’t supposed to be focused on, like say the interface should be unobtrusive and easy to navigate, a player probably shouldn’t have to use moon logic to figure out how to open a door. Things that aren’t the focus shouldn’t require the player’s focus.

but a story driven game should have the player focusing on the story, not actively encouraging them to ignore it!

Players who don’t care about the story would probably be better served by a different game altogether.

[-] Paradachshund@lemmy.today 1 points 1 day ago

Yep, exactly. That's the good use of lack of friction. The philosophy I have is just that it shouldn't be seen as always good no matter what. It changes the experience to remove friction, so any decision to do so should be thoughtfully done with the experience in mind.

[-] knokelmaat@beehaw.org 4 points 1 day ago

I find this so strange, because it is often the friction / mystery that compels me to keep playing. See Blue Prince, Sifu, Soulslikes, Outer Wilds...

[-] Paradachshund@lemmy.today 4 points 1 day ago

It comes from a good place. Make things have more quality of life. Makes things feel smooth and responsive. Don't make things obtuse and confusing.

The problem is that while some friction kind of sucks (I don't think many would want clunky movement or controls), lots of experiences get thrown out with the bathwater when this goes too far.

My philosophy is that friction needs to be seen as a tool. It does something to the experience, and it needs to be considered whether removing it will improve the experience, and if so, what is being lost in the process?

this post was submitted on 19 Aug 2025
92 points (100.0% liked)

Gaming

32446 readers
145 users here now

From video gaming to card games and stuff in between, if it's gaming you can probably discuss it here!

Please Note: Gaming memes are permitted to be posted on Meme Mondays, but will otherwise be removed in an effort to allow other discussions to take place.

See also Gaming's sister community Tabletop Gaming.


This community's icon was made by Aaron Schneider, under the CC-BY-NC-SA 4.0 license.

founded 3 years ago
MODERATORS