Marvel's Wolverine launched to decent reviews and an immediate viral catastrophe. Not a technical disaster — a design one. Skill Up's review clip, now circulated thousands of times, shows what modern blockbuster game design looks like when it stops trusting the player entirely: sonar pulses pointing at objectives, targets styled like literal targets, a breadcrumb trail leading you not just to the next goal but to the level's one hidden collectible. The game reveals its own secrets before you can find them. The pile-on was swift and gleeful because it crystallised something players had felt but struggled to articulate. A streamer laid down his controller during a motorbike chase and watched Wolverine complete it unaided. The sequence became a meme not because it was uniquely egregious but because it was undeniable: the game was playing itself. You were watching, not doing. The distinction the author draws between difficulty and friction is the sharpest thing in the discourse. Difficulty is how hard the tasks are. Friction is how much the game helps you understand what those tasks even are. A game can be brutally hard with low friction — Devil May Cry tells you exactly what you're doing, then demands you do it extremely well. A game can be mysterious with low difficulty — Blue Prince gives you no map, no instructions, no hints, and never asks you to execute anything with precision. The interesting design space is the intersection: games that withhold enough to demand agency without withholding so much that they collapse into confusion. Hollow Knight: Silksong sits in that intersection. So did the original Dark Souls, which turns 15 this week and which this piece correctly identifies as the pivot point — the moment the industry was reminded that players do not, in fact, drop the controller and storm off the first time a skeleton kills them. They learn. They adapt. They come back. The lesson, apparently, requires relearning every generation. The comparison to Monopoly Go is pointed but fair. Low-friction, low-difficulty design in mobile gaming evolved for attention capture — you prod the screen, dopamine fires, you stay. That feedback loop is being imported, consciously or not, into blockbuster console design, where the goal is maximising play-session length and minimising abandonment at any individual moment. The result is games that are never frustrating but never satisfying — nothing to conquer because nothing resists you. 007 First Light's magic watch, which highlights important objects in the environment, is the same impulse at work: a designer's terror of the player being confused for thirty seconds, resolved by removing the possibility of confusion entirely. It's a failure of nerve dressed as a feature. The confidence to leave space — to let the player stand in a room and figure out what it's asking of them — is apparently terrifying when nine-figure production budgets are on the line. The reaction to Wolverine will probably not change blockbuster game design in any structural way. The economics point in the other direction: broader audiences, lower abandonment, more accessible entry points. But the backlash is a real signal that a substantial portion of the audience doesn't want a game that plays itself. They want to play. That's not a niche position. That's the definition of the medium.