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Friction Design Archive

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

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  • 10:25, 18 March 2026System Schema (hist | edit) ‎[1,133 bytes]Hmiguel (talk | contribs) (Created page with "== Archive Data Schema == This table lists all semantic properties used in the Friction Design Archive, their intended data types, and their alignment with global Open Science ontologies. {| class="wikitable sortable" style="width:100%" ! Property !! Data Type !! Global Mapping (Ontology) !! Usage Count |- {{#ask: Category:Properties |?Has type=Data Type |?Imported from=Mapping |?Property usage count=Usage |format=template |template=Property_Audit_Row }} |} ==...")
  • 18:29, 10 March 2026Betrayal (hist | edit) ‎[4,029 bytes]Hmiguel (talk | contribs) (Created page with "=Summary= Failing to uphold a clear or unspoken agreement with players or users. =Pattern Description= Betrayal consists of the failure to uphold a clear or unspoken agreement with users or players. Games can usually put players in situations in which these agreements are to be forcibly broken or they simply create favourable conditions for them to be broken, either by explicit or implicit rules and mechanics. Betrayal may be driven by individual gain, hidden loyaltie...")
  • 23:03, 9 March 2026Elimination of the Safetynet (hist | edit) ‎[2,357 bytes]Hmiguel (talk | contribs) (Created page with "=Summary= A type of vulnerability that affects the game's Save system, forcing the player to be careful with the decisions they make. =Pattern Description= This pattern targets the mechanisms intended to protect player progress. It introduces fragility into the save system, either by making the player character vulnerable during the act of saving or by putting the save file itself at risk of deletion. It requires players to heighten their caution, as failure to manage t...") originally created as "Elimination of the Safety Net"
  • 22:07, 9 March 2026Double Twist (hist | edit) ‎[2,416 bytes]Hmiguel (talk | contribs) (Created page with "=Summary= Introduces a layer of deception in a game by initially presenting a twist or bluff that deviates from the expected pattern, and later executes the initially presented bluff, defying player expectations. =Pattern Description= The Double Twist pattern introduces an unexpected turn of events by establishing an initial twist or bluff through the intentional conveyance of messages, dialogue, or visual cues by NPCs or the game's interface. This deceptive setup creat...")
  • 16:39, 9 March 2026Faux Finale (hist | edit) ‎[3,116 bytes]Hmiguel (talk | contribs) (Created page with "=Summary= 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. =Pattern Description= Faux Finale operates by deliberately misleading players about the conclusion of a specific phase or the entirety of the gameplay. It commonly utilizes narrative scripting and environmental cues to create a palpable sense of climax. Just as the player anticipates closure or...")
  • 16:09, 9 March 2026Offer Multiple Points of View (hist | edit) ‎[2,709 bytes]Hmiguel (talk | contribs) (Created page with "=Summary= Guiding the user toward more balanced and reflective decisions by presenting alternative perspectives. =Pattern Description= Offer Multiple Points of View provides the user with contrasting or complementary viewpoints to counteract confirmation bias and automatic decision-making. The additional perspectives should not be seen as restrictions but as prompts that help users consider broader implications before acting. Presenting multiple viewpoints creates a mom...") originally created as "Offer Mulitple Points of View"
  • 15:54, 9 March 2026Misleading Standards (hist | edit) ‎[2,797 bytes]Hmiguel (talk | contribs) (Created page with "=Summary= Subverting players expectations by assigning unexpected or alternative meanings to familiar terms or conventions. =Pattern Description= Misleading Standards uses terminology, conventions, or assumptions that appear familiar to players but gives them altered, unexpected, or subverted meanings within the game. Concepts can be reshaped through renaming mechanics, altering the meaning of established terms, or overturning widely accepted norms. This subversion enco...")
  • 20:25, 8 March 2026Induce Pauses (hist | edit) ‎[2,909 bytes]Hmiguel (talk | contribs) (Created page with "=Summary= Slowing the user’s interaction flow by inserting moments of forced stillness. =Pattern Description= Induce Pauses interrupts the user’s interaction flow, creating enforced moments of stillness that slow down automatic, unconscious behaviour. These short reflective gaps encourage the user to consider their actions, their goals and the consequences of their choices. Instead of supporting continuous, frictionless progress, this pattern slows the interaction o...")
  • 20:16, 8 March 2026Forced Downtime / Sudden Loss of Interaction (hist | edit) ‎[3,784 bytes]Hmiguel (talk | contribs) (Created page with "=Summary= Disrupting normal engagement by removing or withholding interaction, forcing users into moments of inactivity, waiting, or slowed-down participation. =Pattern Description= Forced Downtime, also referred to as Sudden Loss of Interaction, is defined by interrupting the user’s established rhythm of activity through imposed periods of low agency, waiting, or drastically altered interaction. These interruptions often occur directly after moments of heightened int...")
  • 19:58, 8 March 2026Request Additional Confirmations (hist | edit) ‎[2,008 bytes]Hmiguel (talk | contribs) (Created page with "=Summary= Confirmation steps in the interface that slow the user down, encourage reflection, and prevent impulsive or automatic decisions. =Pattern Description= Request Additional Confirmations introduces extra confirmation steps that require users to consciously verify their actions before proceeding. The goal is to mitigate cognitive biases, prevent automatic or impulsive decisions, and promote a more deliberate and reflective user experience. =Sub patterns= TBD =Us...")
  • 19:54, 8 March 2026Remind of the Consequences (hist | edit) ‎[2,200 bytes]Hmiguel (talk | contribs) (Created page with "=Remind of the Consequences= Making the outcomes of users past actions visible, persistent, or emotionally significant to reinforce awareness. =Pattern Description= Remind of the Consequences draws attention to the relationship between past actions and their present impact. It ensures that user behaviour leaves visible traces through narrative callbacks, changes in the environment, or shifts in system logic. The strength of the pattern lies not in surprising the user, b...")
  • 19:49, 8 March 2026Changing the Gameplay (hist | edit) ‎[185 bytes]Hmiguel (talk | contribs) (Created page with "=Summary= It’s when a game requires being played (either in its entirety or in certain situations) in a way that adapts to the enemies, sometimes even changing the camera positioning.")
  • 18:40, 8 March 2026Limited Zones (hist | edit) ‎[3,507 bytes]Hmiguel (talk | contribs) (Created page with "=Summary= Temporarily restricting the player’s abilities, inventory, or character choice. =Pattern Description= Limited Zones are temporary traps or constraints that interrupt the player’s usual access to abilities, resources, or playable characters. These limitations do not remove core mechanics permanently but create controlled conditions that provoke tension, demand adaptive thinking and highlight vulnerability. The pattern makes the player operate under scarcity...")
  • 18:28, 8 March 2026Confront the User (hist | edit) ‎[2,214 bytes]Hmiguel (talk | contribs) (Created page with "=Summary= Interrupting automatic behavior of the player by presenting unexpected information or triggering prompts. =Pattern Description= Confront the User challenges the ongoing action or intention of the user. The system gives the user warnings, reflective questions or reframes information. The goal is to break automatic behavior and prevent cognitive biases. By leveraging the fact that the user doesn’t want to regret later and surfacing potential risks or overlooke...")
  • 18:21, 8 March 2026Crash & Burn (hist | edit) ‎[2,321 bytes]Hmiguel (talk | contribs) (Created page with "=Summary= Intentional, simulated technical disruptions to deceive the user into believing a critical error has occurred. =Pattern Description= Crash & Burn introduces deliberate, fabricated system malfunctions to mislead the user into thinking the system has crashed. These cues mimic genuine technical failure and exploit user expectations of instability. The user may restart the system or the application, believing progress has been lost, only to later discover that the...")
  • 16:27, 8 March 2026Checkpoint Starvation (hist | edit) ‎[3,342 bytes]Hmiguel (talk | contribs) (Created page with "<h1>Limiting players’ ability to save the game progress.</h1> <h2>Pattern description</h2> Checkpoint placement or accessibility is designed in a way that makes it difficult for the player to survive before they reach a possibility to save their progress. The access to checkpoints can be limited through distance between them, specific objects in their inventory that allow saving, or parts of the gameworld. The player is forced to give more value to the possibility of...")