Hi, I'm a game dev interested in all sorts of action games but primarily shmups and beat 'em ups right now.

Working on Armed Decobot, beat 'em up/shmup hybrid atm. Was the game designer on Gunvein & Mechanical Star Astra (on hold).

This is my blog, a low-stakes space where I can sort out messy thoughts without worrying too much about verifying anything. You shouldn't trust me about statistical claims or even specific examples, in fact don't trust me about anything, take it in and think for yourself 😎

Most posts are general but if I'm posting about something, it probably relates to my own gamedev in one way or another.


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The Point Is The Point.

Dragon's Dogma 2 inspired a whole discussion about the importance of "friction" in games. Basically people discussing the growing intolerance gamers have of mechanics that force them outside of their comfort zone. Mechanics that impose themselves on the players and aggressively inconvenience them.

As an enjoyer of friction myself & believer that games have somewhat of a duty to discourage players, I appreciate this defense. But a lot of the discussion is starting to overlap & resemble the defense of shitty design. By focusing so much on defense, the frictioners repeatedly fail at drawing a clear distinction between good & bad types of friction. "The friction is the point" as a slogan epitomizes this - the friction isn't part of the point, but is itself the point.

Here's the thing - games are art. Like any art form, they are extremely open to interpretation and have subjective value that consistently defies categorization and limitations. Your engagement with a game can give you personal fulfillment in completely unintended ways, ones which run counter to any notions of good design or good taste or what have you.

Because of the artistic nature of games, it's always possible to give robust, well reasoned defenses of mechanics - its always possible to justify friction. I have, as a thought experiment, defended the crashes to desktop of STALKER because they tended to happen during emissions and gave the emissions a kind of terrifying meta element - they weren't just audiovisually tense, they were tense in a real tangible sense because not only was my comfortable gaming session at stake, so was my save file. Was it a joke? A little bit, because of how hard it clashes with common sense. But the emotion I felt was very real.

Once you start justifying friction for its own sake, there is basically no limit to what you can defend. By itself this isn't a problem and is even interesting, but when this is done in conversations it wipes away any tiny traces of shared presuppositions that were there. Talking about games prescriptively becomes impossible.

The only way out of this is pretty inconvenient - it requires people to interpret the point of any given game, its central thesis. Because there isn't truly a fact of the matter, this is a difficult process that people will have massive disagreements about, but it's a lot better to argue about whether Dragons Dogma 2's exploration is the focus of the game or not, than to focus on the friction of it. It clarifies disagreements. People complaining about a lack of quick travel don't necessarily hate friction, they often just don't think the friction serves the point of the games, whatever it may be. Whether they know it or not, they are arguing about a lack of focus.

Just like there is no easy, universal way to interpret literature, there is no easy universal way to establish the focus of games. You can rely on your interpretation of the intent of the developers - Dragon's Dogma 2 might be intended to be a big adventure. You can look at a game's mechanics or challrnge - the combat is deep and challenging while the navigation is relatively shallow and easy, therefore the combat is the focus. You can look at the aesthetic elements - clearly the artists wanted you to experience a world, they made it cool looking an interesting, so exploration is part of the focus. There is no way to come up with anything definitive, but this is the level on which disagreement should happen IMO.

Once a core thesis is established, it creates a filter through which you can judge a game's quality. This is something everyone does whether they want to or not. This is blatantly obvious if you look at something like menus. They are so far outside of what most people perceive as "the focus" that they aren't treated as gameplay mechanics, but rather a method of delivery. But why should this be the case? Certainly in many speedruns menu navigation can be a genuine and even interesting skill. So why wouldn't this defense of friction extent to menus? Why can we recognize that fighting games can benefit from very strict input buffers, but not menus?

There is no real reason. Most people simply have a different interpretation of the games. Speedrunners would not be stupid if they defended the menus because from their vantage point, that is the purpose of the game, to provide an interesting optimization challenge. In fact, what you'll often find is that people with the weirdest ideas of what the point of a work is often engage with the work extensively and deeply. There's no shortage of hardcore players who love and defend the most insane shit.

So before you defend friction please ask why the hell you're doing it. Is it a genuine defense of a mechanic for its artistic qualities, or is it a post hoc rationalization for something that didn't bother you? What is the focus of the game you're defending and does the mechanic serve it? What would a genuinely bad version of the mechanic you're defending look like and how does it differ from what you're defending? Friction is never the point.

If I hear someone defend a lack of boss room checkpoints in Souls cuz runbacks are integral to the experience and primo friction I'm gonna lose it.


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in reply to @boghog's post:

I have, as a thought experiment, defended the crashes to desktop of STALKER because they tended to happen during emissions [...]

that one glitched fire barrel near the freedom base that stalkers love to chill out in and die definitely has some sort of strong thematic quality to it

Lol yeah but atleast that's downstream from the A-Life system so defending it is a little more inutitive. But defending crashes is insane, and yet there's an undeniable effect they have sometimes. Emissions wouldn't quite be as effective it didn't feel like the game's being held together by duct tape and is being ripped apart in real time

If I hear someone defend a lack of boss room checkpoints in Souls cuz runbacks are integral to the experience and primo friction I'm gonna lose it.

I actually will defend them, but only for a bit before the point up to which Fromsoftware themselves decided they no longer had a place in their games: The runbacks made sense in Demon's Souls and the original Dark Souls where the trek to the boss was part of the challenge, in a sort of attrition-management way that's much like having to replay the whole stage leading up to a boss in another game (Mega Man, etc). And that was further compounded by the RPG progression and real-time saving aspect, meaning you were incentivized to find as many ways to efficiently bypass danger with as minimal engagement as possible, which was its own unique wrinkle.

But that started to make increasingly less sense as the series started to make bosses way harder and moment-to-moment gameplay more streamlined. Suddenly you get to Bloodborne, where the runback to Laurence, the First Vicar is just 90-seconds-plus of repetitive and simplistic running and kiting every time you want to attempt this boss that's quite likely to take you an hour or three to beat. And that just stopped feeling meaningful as a source of friction, to the point that Dark Souls III reduces it considerably, Sekiro: Shadows Die Twice all but removes it, and to my limited understanding, Elden Ring ENTIRELY removes it thanks to the nature of the fast travel system.

And even in these later games, I think there's a way to argue for the more frictional nature of those earlier games, just not directly or simplistically: I think the more involved nature of DeS/DS1 runbacks plus less grueling bosses made for a much more interesting distribution of challenge and friction that felt meaningful throughout, as opposed to listening to every Gamer Complaint™ to sand down the entirety of the journey and reduce bosses to (admittedly somewhat reductively) how good you are at pressing a single button at the right time. The friction of the former is distributed throughout the entirety of the segment in a way that feels meaningful and interesting, whereas the latter hyper-focuses nearly all the resistance into the reflex aspect of just the end of the segment, and I think the former is simply superior in that regard.

This all said, I do agree with the overall message of your argument. I remember a mutual of ours not long ago was saying that despite their hatred of Souls games, they respect that they're at least designed around friction. And I thought it was kinda a funny demonstration of how little they've actually played these games, because the games have undeniably decreased the even distribution of friction to a serious degree as the series has gone on, all for the sake of making something more palatable for the lowest common denominator gamer.

I'd actually argue that they don't work even by those metrics because players will just run past everything if they're even having trouble with bosses. I certainly did. Castlevania & Megaman made it so you had to engage with a stage no matter what, so if you wanted to go faster you had to play better instead of skip stuff. It was a lot more synchronized.

If Souls wants to do that then yeah, not only would they have to make bosses easier and more knowledge check focused, but they'd also have to force engagement. Demon's and Bloodborne softly encourage it with non infinite healing resources but it's not enough. Dark Souls 2 is more forceful about trying to block your path, but it ends up making the runback itself harder, instead of discouraging skipping

I know you've said the running past thing before and I think it makes sense in theory, but I cast massive doubt on it being the most sensible or effective way to handle runbacks even half the time. A lot of runbacks are outright WAY harder or even impossible without some good RNG if you insist on running past them, with DeS 4-2 (the run-up to Old Hero) being an infamous example.

I can imagine a counterpoint to that would be that it doesn't change players trying to run past everything anyway, but I would say players insisting on playing in an often less-optimal way out of stubbornness isn't something that can really be solved. Gamers are always trying to take the path of least resistance, even if they're flat-out wrong about what that is.

they often just don't think the friction serves the point of the games, whatever it may be. Whether they know it or not, they are arguing about a lack of focus.

agreed. I think this is a key challenge in difficulty-enjoying game design (shmups, beatemup, etc), beyond all the other things that play into it, making that connection clear for the player as to the value of the friction, as well as clear ways for them to improve with respect to it, is everything

This is true but I also think that we might be overthinking this. Instead of somehow subtly engineering stuff that telegraphs our intentions, I think arcadey game devs could literally just talk to the player and directly tell them that none of what they're feeling or experiencing is a mistake. An extreme example of this is Getting Over It where the dev literally talks to the player, but more subtle versions of this like some kinda ARTISTIC STATEMENT/short design doc esque thing built into the game + proper descriptions of difficulty modes would go a long way too.