Dragon's Dogma 2 Makes Friction Fun
What is "friction" in video games? We've got a taxonomy, of course! This week, the Triple Click gang talks about how Dragon Dogma 2 tries to push players away, the necessity of video game friction, and what it means when a game is impenetrable.
One More Thing:
Kirk: Girls5Eva (Netflix)
Maddy: The Holdovers (2024)
Jason: Secrets of Grindea
LINKS:
Triple Click LIVE in LA! Saturday, June 8, 6:30PM at the Teagram Ballroom: https://teragramballroom.com/tm-event/triple-click-podcast/
Tim Rogers’ “In Praise of Sticky Friction,” 2010 https://kotaku.com/in-praise-of-sticky-friction-555816
Preorder Jason’s Book! https://www.hachettebookgroup.com/titles/jason-schreier/play-nice/9781538725429/
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Kirk’s Three Types of Video Game Friction
Mechanical Friction: Relating to inputs and interaction. i.e. kinesthetics, “game feel”
Certain moves require complex inputs or timingBeating a boss means not just attacking but reacting/counteringCombat’s relationship to animation, e.g. locked animation means you can't interrupt attacks and dodge whenever you wantNo jump button, you have to use the world to get vertical advantage (souls, monster hunter)Enemies can stagger or stun-lock you just like you can themStamina bar limits the number of chained inputs you can giveDelay on spellcasting means relying on teammates to provide coverSlow or complex reloads with modifiers, minigames for healing, sub-inputs required while in the heat of action (stratagems, active reload, far cry healing animations, etc)"Sticky Friction" (TM Tim Rogers) - inertia, weight, acceleration, the feel and heft of movement and interaction tied to pause/delay/rhythm and animationLogistical Friction: Relating to planning, (in)flexibility, the need to prepare
Customization is costly or difficult. e.g. to change classes or appearance, you have to go see a vendor in a townThere's limited fast travel, so you have to plan trips carefully. Or can only travel from certain points on mapThe game's map is an in-game object and doesn't pauseNo pause option in generalPenalty for death - lost progress, maybe the game even becomes harderFinishing a mission requires extraction, waiting, defendingYou can't save just anywhere, or have a limited number of savesLoot and upgrades don’t unlock unless you complete the missionQuests are complex and require a lot of micro-managing or specific stepsCrafting and other similar activities require in-game actions or specific locationsOften referred to as “Player Friendly/Unfriendliness”Informational Friction: Relating to what the game does/doesn’t tell you
The game doesn't tell you what you're supposed to do nextThe game doesn't spell out for you what's going on with the story and leaves it for you to figure out (Narrative Friction)There are a lot of concepts, mechanics, or rules to keep track of or understand (Conceptual Friction)The game's map doesn't tell you very much, or the game has no map (Navigational Friction)Branching narratives aren’t signposted, little or no warning for consequential decisionsThe interface is opaque or requires a lot of inputs to useYou don't get notifications about status effects in the HUD, you have to look at your character (general world > hud approach)The game has hidden systems that you have to learn about via word of mouth or experimentation (e.g. If you want to explore the castle without getting arrested, wear the guard armor to blend in. If you die, your world becomes steadily darker. This guy will kill your NPCs, but there’s an elaborate hidden spell to revive them. Etc)Other players can leave notes to help you, but the notes are often vague; other player’s pawns can show you secrets, but you have to listenIn-game multiplayer communication options are limitedItem descriptions don't give specific stats, they just say vague stuff