A lot of modern blockbuster game design seems hellbent on removing this friction. Not sure where to go? Here – follow this brightly coloured trail of fart gas. Not sure how to climb that building? We’ve helpfully painted the ledges yellow. Have you stood still for 30 seconds? We’ll have another character talk in your ear and tell you exactly what you need to do. Playing through the opening hours of 007 First Light recently, I was dismayed when Bond inevitably acquired a watch that magically highlights important things in his vicinity with the press of a button.
At its best, game design like this helps players avoid becoming irrevocably stuck. At its worst, it totally removes agency and challenge – you know, the reasons that many of us play games in the first place. Fundamentally, a game is only fun if you have to do something. I don’t play games for passive entertainment. That’s what binge-watching Netflix is for. If you don’t have to invest anything to reap the rewards, the experience just washes over you.
Games can be difficult and have high friction. In Hollow Knight: Silksong, you are constantly figuring out what to do, where the next boss might be, how to open that tantalisingly blocked path. Achieving those goals is then also very challenging, requiring practice and mastery of whip-fast fighting and precise jumping. Or they can be high-friction, low-difficulty: Blue Prince tells you literally nothing about how to make your way to its mansion’s secret 46th room, but it’s not difficult to walk around and try out ideas. An example of a low-friction, high-difficulty game, meanwhile, would be a combat-focused one like Devil May Cry (or most shooters), where the aim is always “kill all the guys to open the next area” but actually killing all those guys is majorly demanding.
Low-friction, low-difficulty games hold very little interest. Many mobile games fall into this category, where you barely have to do anything save prod the screen to provoke a dopamine-shower of flashy visual effects (I’m looking at you, Monopoly Go). It’s unfair to lump Wolverine in with these almost entirely valueless games – but it is instructive that it has been subjected to such ridicule.
The infamously challenging Dark Souls, a dramatically influential game that turned 15 years old this week, seemed to remind the entire games industry that you can actually trust players: that they won’t drop the controller and storm off as soon as they get skewered by a skeleton. That there’s immense and unique pleasure in participating in a game, unravelling it, conquering it little by little with skill and understanding. I hope that the reaction to Wolverine will serve as another reminder of that fact, for any executives who need to hear it.