Abstract
Problem: How do you identify, evaluate, and balance friction points in games — those moments where pace, style, or type of gameplay shifts — without waiting until the entire game is complete?
Approach: Tim Cain draws on decades of RPG development experience (Fallout, The Outer Worlds) to outline a practical, stage-by-stage listening framework for managing friction throughout production.
Findings: Friction points are genre-dependent and subjective — one player's challenge is another's annoyance. Removing all friction creates a "monorail" experience; games need ups and downs like roller coasters. The key is to listen at every stage: brainstorming, prototyping, QA, focus testing, and post-launch reviews.
Key insight: Balancing friction is not a formula — it's a discipline of listening to the right people at the right time, starting far earlier than most developers think possible.
1. What Is Friction?
Friction is anything that changes the pace, style, or type of gameplay the player is currently engaged in. It might slow things down, speed them up, or completely interrupt the flow. Examples include:
- Combat interrupted by a puzzle
- Exploration paused for NPC dialogue
- Looting a container when encumbered, forcing inventory management instead of "take all and move on"
Critically, friction is subjective and genre-dependent. Combat in a narrative game feels like an unwelcome interruption; in a tactical game, combat is the game. You cannot point to any single feature and universally declare it a friction point.
2. The Roller Coaster vs. The Monorail
Tim pushes back against the instinct to remove all friction. He's worked with designers who wanted to eliminate ammo, encumbrance, item restrictions, and class limitations — even one who insisted "every fight should be a boss fight."
His counter-argument: games need pacing changes. That's why roller coasters are fun and monorails aren't. A roller coaster with no ups and downs is just transportation. Movies and books modulate pace; games should too.
He cites World of Warcraft as a successful example of selective friction removal — WoW took EverQuest and sanded off the harshest friction (losing items on death, permanent XP loss) without making the game frictionless.
3. You Don't Have to Wait
A common misconception is that friction can only be evaluated once the full game is playable. Tim disagrees — you can start assessing friction as early as the prototype stage (gray-box, features roughed in). By the vertical slice (one polished, shippable-quality level), you can definitively evaluate friction points. Waiting until the end is unnecessary.
4. The One-Word Answer: Listen
Tim's approach to balancing friction boils down to one word: listen. What that means changes depending on the production stage:
4.1. Brainstorming and Design
Listen to the people in the room. If someone flags that you have too many ammo types (5mm, 9mm, 10mm, 12mm...), consider simplifying to light/medium/heavy. Tim sides with fun over realism.
4.2. Internal Playtesting
Every team has people who start playing the game as soon as it's remotely functional. Seek them out. Don't wait for them to file bugs — ask them directly: "How do you feel about this system? Is it a fun challenge or an annoyance?"
4.3. QA
QA is critical but comes with a catch: testers who join early get jaded. After a year, they stop noticing problems that initially bothered them. Fresh QA eyes are invaluable — capture their visceral gut reactions before habituation sets in.
Telemetry supplements QA by revealing what players won't tell you. Look for patterns: where do players die repeatedly? Where do they quit? If people are quitting in a spot that isn't near a hub or shopkeeper, you may have a rage-quit moment worth investigating.
4.4. Focus Testing
Focus testers aren't professionals — they just tell you "I don't like this, it feels wrong." This raw feedback is invaluable, if the group is well-assembled. Testing an RPG with a roomful of shooter fans will produce misleading results. Match the testers to the target audience.
4.5. Post-Launch Reviews
After shipping, read the reviews systematically. If 1 out of 100 reviewers mentions something, it's noise. If 80 out of 100 mention it, that's a signal. Common review complaints often map directly to friction points and should inform patches, DLC, or the next game.
Tim notes that after The Outer Worlds, "too short" was a frequent complaint — a valid concern but not exactly a friction point. What you're looking for are complaints about pacing: not enough ammo, too-frequent combat, too many "junkyard fights" (combat against uninteresting enemies that exists only to pad time).
5. Summary
Friction is inevitable, subjective, and genre-dependent. The goal isn't to eliminate it but to shape it — creating the pacing rhythm that makes games compelling. The method is deceptively simple: listen to the right people at every stage of development, from first brainstorm to post-launch reviews.
6. References
- Tim Cain. YouTube video. https://www.youtube.com/watch?v=7ZhVZe9oKJ0