This is a difficult point to argue, especially during an RuneScape gold development procedure. We create gameplay, user test it, fix the frustration factors or the UX failures and repeat until it's a shining merchandise. As Tim Schafer said:"In most development environments or when you're speaking to a writer, it's not thought to be ok to be [stuck anymore]." Within this circumstance, he is referring to struggling with a puzzle as being'stuck'.
Discussing Psychonauts' Black Velvet degree, '' he said:"We tested that with the publisher and opinions came back that'folks like the amount but I do not think the paintings are functioning' and we were like:'Oh what happened? Did people never figure out it' And they were like:'Oh no, they figured it out eventually but there was a time where they were confused and they didn't know exactly what to do, and then they figured out it' and I was like:'Isn't that sort of exactly what we used to call gameplay?' '''
"Friction points have been smoothed out over the years, at the expense of immersion, community and participant investment." The 'Aha!' Instant makes solving puzzles satisfying, and the journey to that instant makes for a meaningful achievement. Just take the Soulsborne gamesin many games, expiring to the exact same boss repeatedly, sometimes could be considered frustrating and the difficulty would quickly be rebalanced. However, FromSoftware has made this its own identity. The feeling of satisfaction from beating these challenges is something players have flocked to and the titles became huge successes. These battles are examples of good friction, but while the advantages are delayed and less concrete than a emotion like frustration, they are often harder to identify in playtests.
In modern games, this friction that is good is currently becoming less and less frequent and that is true in games, which invest years in gamers' hands tweaked being scrutinised and expanded. For me, the most perfect example is World of Warcraft. Over the years, its quality of life upgrades, which seem to make sense have smoothed out the edges. The premise that an playerbase has much time has resulted in decisions that make it much easier for players complete the very same raids to catch up with frontrunners and earn even or epic gear that was legendary. There are far fewer purposeful aspirations from the sport.