this post was submitted on 31 Aug 2026
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It seems opinions are most polarized when it comes to some of Dragon’s Dogma 2’s unique gameplay “obstacles.” According to Oyama, players in Japan and Asia tend to be quite vocal about what they perceive as “inconveniences,” while players in Europe and North America are more likely to view these same game elements as “friction” and welcome them. While the developers don’t cite any specific examples, they do describe travelling by foot and Dragonsplague as some of the “inconveniences” the game throws at players earlier in the interview.

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[–] Doc_Crankenstein@slrpnk.net 1 points 56 minutes ago

The friction in DD2 is exactly why I loved the game. It didn't hold the hand. You had to pay attention to the world and actually immerse yourself in it.

It made it feel as if you weren't just playing a game but were roleplaying a character.

[–] Tar_alcaran@sh.itjust.works 13 points 19 hours ago

"Friction" implies some form of challenge.

If you're just putting literal speedbumbs in my way like random NPCs who have the magical ability to stop me and engage me in dialog, that's not "friction" that just dumb.

[–] HubertManne@piefed.social 0 points 10 hours ago

thia north american stopped playing because of the inconveniences.

[–] Chais@sh.itjust.works 27 points 1 day ago* (last edited 22 hours ago) (5 children)

"Inconvenience" vs. "friction"? Seems neither of them is overly fond of the mechanic. Definitely doesn't make it sound like opposites.

[–] Uruanna@lemmy.world 11 points 1 day ago

The term friction in gaming is a good thing, it's basically engagement, keeping you awake while going from point A to B, a challenge, a puzzle, making you think or act / react, test of skills. Seeing it as inconvenience just shows the disconnect between what the dev wants you to do and what gameplay loop makes you happy.

[–] MarcomachtKuchen@feddit.org 19 points 1 day ago* (last edited 1 day ago)

Nah I’ll disagree. There is a certain amount of friction a game should have to enhance its intended gameplay

[–] violentfart@lemmy.world 12 points 1 day ago

If someone from Japan calls it an inconvenience, it means it’s actually fucking terrible.

[–] Mardukas@lemmy.world 10 points 1 day ago (2 children)

But they "welcomed" the friction. I do not think I have ever heard someone "welcome" an inconvenience.

[–] Zombiepirate@lemmy.world 16 points 1 day ago (1 children)

I loved the game partly because of the lack of fast travel, which is not my usual attitude for an open-world game.

They made it actually interesting to get around and fun to figure out how to proceed after a hard won fight.

It's strange to me that people would find that inconvenient, because it seems to be half the point of the game.

[–] JigglySackles@lemmy.world 3 points 12 hours ago

I was going to make a similar point that we need more info. There are things that make a game annoying, and there are things that just offer a different form of play. If a menu is shit, that's annoying and inconvenient, if a mechanic is different than your favorite thing, that's a gameplay difference and not inconvenient so much as not your preference. I hope when asking players about things they made these distinctions.

[–] DeadDigger@lemmy.zip 2 points 1 day ago

Did you ever play dark souls? Dying 100 times against a boss can be pretty epic

[–] warmaster@lemmy.world 3 points 1 day ago

Shitty & Shitnado = opposing and polarizing

WTF

[–] jtrek@startrek.website 13 points 1 day ago

Need more details to really make sense of this.

There are some things in games that could be parses as annoying or core, depending on what you're looking for. Like, some people might say not being able to quick save/load is horrible, and being sent back to a checkpoint on death is bullshit. But that's fundamental to some game loops

[–] Kolanaki@pawb.social 4 points 1 day ago* (last edited 1 day ago) (1 children)

I'm American but I'm with the Asian players on this. This isn't an arcade game trying to get my quarters; stop wasting my fucking time with pointless bullshit like high fiving my pawns without my input or having random NPCs walking the same path I am on from opening dialogue unprompted. It doesn't make the world feel more alive; it feels like you just want to pad my play time artificially.

I really hated the amount of time wasting crap like the above throughout the entire game.

[–] JigglySackles@lemmy.world 1 points 12 hours ago* (last edited 11 hours ago) (1 children)

Funny enough about it not being an arcade game, it sounds like you prefer arcade games, or at least their aesthetic. Lol

[–] Kolanaki@pawb.social 0 points 11 hours ago (1 children)

IDK how you got that impression 🤨

[–] JigglySackles@lemmy.world 2 points 9 hours ago (1 children)

Well, you said you didn't like things filling the world or interactions. The more of that you remove the more arcadey the game is. Because arcade games don't bother with fluff like that. They have a core gameplay loop and no real frills outside of that.

[–] Kolanaki@pawb.social 1 points 9 hours ago* (last edited 9 hours ago) (1 children)

I said I didn't like the forced, automatic animations and dialogue prompts. Not that the animations and dialogue themselves should be removed. Just the game taking control away from me to do something pointless or that I am not interested in doing at the moment.

Like in a better game, if an NPC ran up to you and opened dialogue without you initiating it yourself, it usually is the start of a quest. In DD2 every random pawn walking down the street will come up to you and waste your time opening dialogue to sell their services even when you already have a full party.

[–] JigglySackles@lemmy.world 1 points 8 hours ago

Gotcha, didn't realize that it was doing that. Yeah, pulling focus ought to be reserved for quests and the like. My misunderstanding then.