00:00If you do playtesting, they especially measure these points of friction and they say, okay,
00:06this is the friction point. People are getting confused or a little angry and this percentage
00:11of people said that they will stop playing the game at this moment. The usual answer is that,
00:16okay, let's get rid of the friction. And we don't work like that. We feel that if you overcome the
00:24friction, you feel better about yourself. You feel that you actually overcome some problem or
00:30difficulty. And we feel that you value your achievements more if there's actual friction.
00:35The amount of people that are writing, for example, I finally have my own bet or I finally beat that
00:42one
00:43bandit. But the fact that those minuscule things felt like real achievements, I think it explains
00:50our way how we design things and what we want you to feel.
Comments