The Elder Scrolls series stripped out complexity from Redguard to Skyrim, and a UX Collective piece argues this was the right call.

The core claim: reducing mechanical friction is not dumbing down, it is better design. The distinction matters because the games industry reflexively treats simplification as betrayal. This piece uses a specific, traceable franchise arc to test that assumption against actual player behavior and design outcomes.

The argument worth reading in full is not the conclusion but the methodology: how do you measure whether a removed feature was ever delivering value, or just delivering friction? That question applies well beyond games.

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