Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Friction Design Archive

This archive collects Tactics, Patterns, Models, Taxonomies, Toolkits, Archetypes, Principles, Symptoms, Philosophies, Manifestos, and Emerging Approaches related to Friction Design.

Property:Summary

From Friction Design Archive
Showing 16 pages using this property.
B
Failing to uphold a clear or unspoken agreement with players or users.  +
A metric or mechanic that appears to have a significant impact on gameplay progression only to turn out to be a lie, holding no actual danger.  +
C
Limiting players’ ability to save the game progress to increase tension and value of survival.  +
Interrupting automatic behavior of the player by presenting unexpected information or triggering prompts.  +
Intentional, simulated technical disruptions to deceive the user into believing a critical error has occurred.  +
D
Introduces a layer of deception by initially presenting a bluff that deviates from patterns, only to later execute that same bluff when the player least expects it.  +
E
A type of vulnerability that affects the game's Save system, forcing the player to be careful with the decisions they make.  +
F
A deception pattern that tricks the player into believing the game has concluded or that their character has died, only to reveal further gameplay or a narrative twist.  +
Disrupting normal engagement by removing or withholding interaction, forcing users into moments of inactivity, waiting, or slowed-down participation.  +
I
Slowing the user’s interaction flow by inserting moments of forced stillness.  +
L
Temporarily restricting the player’s abilities, inventory, or character choice.  +
M
A term, object, character or action that mimics a harmless or beneficial thing to deceive users, functioning instead as a trap or hostile entity.  +
Subverting players expectations by assigning unexpected or alternative meanings to familiar terms or conventions.  +
O
Guiding the user toward more balanced and reflective decisions by presenting alternative perspectives.  +
R
Making the outcomes of users past actions visible, persistent, or emotionally significant to reinforce awareness.  +
Confirmation steps in the interface that slow the user down, encourage reflection, and prevent impulsive or automatic decisions.  +