[HN Gopher] Inside Space Warlord Organ Trading Simulator's delib...
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       Inside Space Warlord Organ Trading Simulator's deliberately
       designed friction
        
       Author : bpierre
       Score  : 69 points
       Date   : 2022-02-07 17:45 UTC (5 hours ago)
        
 (HTM) web link (www.gamedeveloper.com)
 (TXT) w3m dump (www.gamedeveloper.com)
        
       | the_af wrote:
       | Some thoughts; note it's not my intention if some sound mildly
       | antagonistic:
       | 
       | What other examples of "friction" are there in this game besides
       | that some organs in your inventory may eat other organs? That's
       | just a single example but I don't see anything else mentioned.
       | 
       | What's the difference between "friction" and just challenges in a
       | game (or good old plain "difficulty"). I understand many casual
       | click-and-wait games in the last decade essentially autoplay, and
       | there's no way to lose: you just click, and wait (or expedite the
       | wait by making a micropayment), and that's all there is to them.
       | Has this become so much the norm that the concept of a game that
       | can be difficult, or requires skill, or where you can lose, is
       | surprising?
       | 
       | Are UI limitations themselves a sort of friction? That's a
       | concept I can get behind: one of my absolute favorite games is
       | "Papers, Please!", which effectively deploys cumbersome UI as a
       | gameplay element. You are bureaucrat and most of your game area
       | is your desktop, which is tiny, and you must shuffle papers and
       | overlapping game elements in that limited space under stress and
       | with a time limit -- and the experience is _great_ , if
       | frustrating. So if friction is this -- a conscious way to limit
       | the player's interaction with the game, in ways that enhance and
       | add challenge to the gameplay experience -- then I'm ok with the
       | term!
        
         | andy_andy_ wrote:
         | Here's a twitter thread from Xalavier Nelson Jr. about this in
         | more detail:
         | https://twitter.com/WritNelson/status/1470118973580664834?s=...
        
           | the_af wrote:
           | 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.
        
       | bulek wrote:
       | Interestingly, the article is not about Star Sector.
        
         | austinl wrote:
         | When I read the title, I thought the article would be about
         | Rimworld (perhaps the most efficient way to make money in that
         | game)
         | 
         | https://www.reddit.com/r/RimWorld/search/?q=organ%20harvesti...
        
       | vanderZwan wrote:
       | By the way, this game made the rounds recently for actually
       | having Kinect 2.0 support[0]. And of course within a month
       | someone actually recently beat the game this way[1]. Much to the
       | surprise of the developers who did not at all design the game
       | around it and basically hacked the support together in the span
       | of five hours.
       | 
       | [0]
       | https://steamcommunity.com/app/1507780/discussions/0/3192486...
       | 
       | [1] https://www.youtube.com/watch?v=rTZOLbW6XNU
        
       | hoseja wrote:
       | I thought this was gonna be about Rimworld.
        
         | Arrath wrote:
         | You are not alone.
        
         | cpjreynolds wrote:
         | I'm so glad it wasn't just me.
        
       | unfocussed_mike wrote:
       | Is this headline one of those "trip up a Turing Test contestant"
       | things?
       | 
       | Because if it is I'm a confused app.
        
         | tasha0663 wrote:
         | The italics in the title were lost
        
         | MauranKilom wrote:
         | In this case, the capitalization of the words is very helpful
         | in determining that there is a title in the middle of that
         | title.
        
           | unfocussed_mike wrote:
           | I was making a funny but yes ;-)
        
         | harblcat wrote:
         | The game's name is "Space Warlord Organ Trading Simulator"
        
         | kurthr wrote:
         | I read other postings as well, and maybe it's just quirky
         | phrasing (of an admittedly odd topic) or ESOL, but there is a
         | GPT ring to it.
        
           | unfocussed_mike wrote:
           | Yep!
        
       | sidibe wrote:
       | The way he describes friction reminds of the book Anathem by Neal
       | Stephenson. Good book with a giant obstacle of tons of made up
       | vocabulary. I read that a long time ago, and now I'm not sure how
       | much I enjoyed the story/characters and how much of it was just a
       | different level of immersion and satisfaction from getting
       | through the friction.
        
         | giraffe_lady wrote:
         | I've never really heard it talked about explicitly so I don't
         | have vocabulary for it but I think playing with this is a
         | fairly common device in fiction. It also fills a similar role
         | as throwing a bunch of languages/writing systems or fiction
         | formats does at you does. I'm thinking of 'always coming home'
         | and 'the last samurai.' Each kind of disorients you at first
         | and obscures parts of the books, but then is rewarding as you
         | learn them and reveal those elements.
         | 
         | Definitely notable when it's tweaked up really high like
         | stephenson likes to do, but I think that's a knob a lot of
         | authors twist to varying degrees.
        
         | austinl wrote:
         | If you liked Anathem, I'd recommend reading Gene Wolfe's
         | series, The Book of the New Sun [1]. I didn't quite like it the
         | first time, but decided to reread the series because I kept
         | thinking about it a year later. The world is deep, and Wolfe
         | does a great job of revealing parts of it, bit by bit.
         | 
         | The use of vocabulary in the series is so unique that someone
         | produced a companion dictionary called the Lexicon Urthus [2].
         | There's also a great podcast called Alzabo Soup, that covers
         | the series in depth, chapter by chapter.
         | 
         | [1] https://en.wikipedia.org/wiki/The_Book_of_the_New_Sun [2]
         | https://www.goodreads.com/en/book/show/5970607-lexicon-urthu...
         | [3] https://www.alzabosoup.com
        
           | pickettd wrote:
           | As an additional data point - I've read Anathem multiple
           | times and have loved it every time but I read The Book of the
           | New Sun series and really disliked it (though to be fair, I
           | only read TBotNS series once). But I know that TBotNS gets
           | great reviews. So as always with books, your mileage may
           | vary.
        
         | gameswithgo wrote:
         | It took me about 3 years of off and on attempts to get past
         | page 20 or so, but it was worth it when I finally did.
         | Eventually the lingo clicks.
        
       | schnevets wrote:
       | I haven't played this game, but I'll definitely add it to my
       | watchlist from this insightful conversation.
       | 
       | I had an interesting experience with friction playing the Retro
       | Bowl (football) and Retro Goal (soccer) games on my iPhone. I
       | don't usually play sports titles, but they build an interesting
       | feeling where you just can't win 'em all. If you are building a
       | franchise, some matches will be impossible to win, so you just
       | need to try your damndest to lose less. While action games will
       | warp you to a checkpoint when you die and roguelikes will bring
       | you back to the beginning, these games give you a penalty and let
       | you proceed. It's a fun procedural narrative when you have an
       | abyssal record, pissed off investors/fans, and a team with great
       | potential, but low morale.
       | 
       | Unfortunately, these games are single player but F2P, so there is
       | a tempting micro-transaction of spending $2/$5/$10+ to get a
       | morale boost or funds _. I appreciate the design decisions, but
       | it does make me think the game traps you into failure until you
       | spend some cash.
       | 
       | _ I had to admit that I spent real money in Retro Goal. I
       | actually justified it by pretending I had to take Qatari funding
       | to keep my Premier League team afloat.
        
         | DylanSp wrote:
         | I'm guessing they're a step up in complexity, but the Football
         | Manager series might be up your alley. Especially starting in
         | the lower leagues, there's going to be a similar dynamic, where
         | your semi-pro team just isn't going to be able to win
         | everything out of the gates.
        
           | schnevets wrote:
           | I have had some fun with Football Manager, and it does have a
           | similar vibe of "letting the story play out". However, the
           | Retro games allow you to actively control players in the
           | match itself, instead of only being the manager like in FM.
           | 
           | That's the cool thing: an extremely skillful player may
           | thrash an opponent and earn a big reward, but in a different
           | situation may only be able to "avoid disaster". I feel like
           | this is similar to real-life, but isn't really applied in a
           | lot of games.
        
         | LightG wrote:
         | Last line, hilarious.
        
         | duxup wrote:
         | Maybe I've had good luck but I've run across more f2p games
         | that have all the trappings of dark patterns and having to pay
         | just to win and ... they're actually good games and skill wins
         | over pay to win.
         | 
         | I wish there was a good way to classify a "f2p... but
         | reasonably balanced " game.
        
           | schnevets wrote:
           | You are absolutely correct that the genre is maturing more
           | than many gamers realize. Many gaming pundits that I follow
           | seem to get caught in a particular game, and it changes their
           | perspective of the format as a whole. For example, I have
           | been hearing a lot of praise for Final Fantasy: First Soldier
           | lately.
           | 
           | I actually think something similar to the Gartner hype cycle
           | applies [1]. Any shovelware became profitable during the
           | Zynga/King heydays, but quality declined and the ecosystem
           | become more competitive. We are now hitting a point where
           | some quality is needed to distinguish ones self.
           | 
           | [1] https://en.wikipedia.org/wiki/Gartner_hype_cycle
        
           | the_af wrote:
           | Do you have examples of good F2P games? I'd like to take a
           | look.
           | 
           | To me, a bad pattern -- usually done by F2P games, but I
           | don't think it's mandatory for them to use it -- is both the
           | mindless grind ("am I having fun with this, or just clicking
           | stuff?") and the pay-to-skip aspect. To me the latter is the
           | worst, an admission by the game developers that their game is
           | boring and the only way to get to the "good parts" is to
           | spend money to fast-forward them. Usually there aren't even
           | any good parts, it's all skippable.
        
             | schnevets wrote:
             | I have had a lot of fun with Brawl Stars. Supercell got a
             | bad wrap because Clash of Clans was so frequently mimicked,
             | but they clearly have some passionate designers.
        
         | MWil wrote:
         | I had a similar urge in Retro Bowl but it wasn't based on my
         | impression that I was being "trapped" into failure unless I
         | spent cash so much as that's what legitimately happens when
         | there's a finite game clock. The Green Bay Packers for example,
         | can absolutely take up the last 9-10 minutes of the game in
         | real life leaving you with 30 seconds for a hail mary strategy.
         | That's a real life pressure that I felt in that game where the
         | CPU has the ball and the lead.
        
         | rhn_mk1 wrote:
         | > and roguelikes will bring you back to the beginning
         | 
         | I think the best roguelikes are the ones who let you fail and
         | then proceed limping. Or maybe the best games in general, since
         | I'm not sure if Rimworld counts as a roguelike. Either way, to
         | start from the beginning in a good roguelike means to have made
         | a chain of bad decisions.
        
           | brimble wrote:
           | That's more a quality of the "rogue lite" subgenre, no? Which
           | I do personally prefer to the traditional kind. Though "fail
           | but keep going" can go very wrong, in the case of something
           | like FTL, where you can easily have "lost" by the end of the
           | first or second area due to a bad roll, but still manage to
           | limp all the way to the end (with no hope whatsoever of
           | winning). An early "game over" would be preferable there to
           | keep new players from wasting their time on doomed-in-the-
           | first-15-minutes attempts that won't even be good for
           | learning purposes (the way you have to play when you're
           | already dead but don't know it yet and are just trying to
           | maintain forward movement, is very different from what you do
           | when you're on anything resembling the path to victory, in
           | that game).
        
       | bentcorner wrote:
       | Reminds me of the intentional friction in Red Dead Redemption 2.
       | When you go through a house to take things, you have to literally
       | see your character pick things up before it can be placed in your
       | inventory. There is no auto-collection in this game.
       | 
       | The result is a slower-paced game where you really feel like some
       | guy in the outdoors cooking skinned rabbits on a stove and
       | picking your way through an abandoned cottage in the countryside.
       | 
       | R* could have easily not designed this friction into the game but
       | it adds to the ambiance. To contrast this would feel very out of
       | place in GTA, which thrives on a frenetic, chaotic experience.
        
       | meristohm wrote:
       | Since I care about memorable stories that emerge through play,
       | convenience is not king. It's a difficulty balance to strike, as
       | we all have different frustration tolerance and different reasons
       | for playing games in the first place. I've always been an
       | explorer in games, and I used to care more about being powerful.
       | Now what little free time I spend in games is less about the
       | (illusion of the) end goal and more about the escape into a
       | low/no-stakes arena where the journey matters most and I don't
       | much care if this moment is the last I'll ever spend in this
       | game. I'm trading time and some light decision-making practice
       | for memories, both solo and with friends.
        
         | TMWNN wrote:
         | >Since I care about memorable stories that emerge through play,
         | convenience is not king.
         | 
         | As an example, I think the biggest mistake Blizzard made with
         | _World of Warcraft_ is a) adding flight, and b) making flying
         | so easy.
         | 
         | a) devalues the hard work developers and artists put into
         | gorgeous scenery, because those flying high overhead will miss
         | much of it. b) destroys much of the gameplay when outdoors
         | (where most flying occurs), because it's far too easy to (say)
         | hover straight down near some item that needs collecting, grab
         | it, then take off again VTOL-style.
        
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