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by andy_andy_ 1596 days ago
Here’s a twitter thread from Xalavier Nelson Jr. about this in more detail: https://twitter.com/WritNelson/status/1470118973580664834?s=...
1 comments

Thanks, it indeed adds more detail!

I'm not convinced every bit of frustrating UI is good "friction". The author mentions many old games, but to be honest, even as a retrogamer I find going back to some clunky UI decisions of old games so frustrating it impedes my enjoyment of those games.

I think some "friction" is indeed useful, and that the convenience of a modern UI is sometimes detrimental to the gameplay experience. To name another example, also from Lukas Pope (hey, fanboy here!) in "Return of the Obra Dinn", the player is an insurance inspector unravelling the mystery of a merchant ship that returned without crew. There is no way of teleporting between spots in the ship, even if it would be a modern and convenient UI: the author has said he wanted to recreate the feeling of walking inside a medium size ship, and teleporting would have destroyed that feeling.

However, the extreme of "sometimes the UI makes you misclick or doesn't respond accurately" would be frustrating for no good gameplay role. It seems the issue described in that twitter thread, of clicking on an item but it got sold so it got swapped with another one at the last second, and you end up buying the wrong one, is borderline frustrating for no good reason.

A player could accuse the author of being lazy, e.g. "you just didn't think this through and now you want to claim bugs are features", whereas the limited UI in a game like "Papers, Please!" -- like it or hate it -- is evidently intentional, and there's no mistaking that.