Why do games that aren't pay to win still include inconvenient mechanics?

Discussion

I’ve been thinking about this lately. Why do some games intentionally include inconvenience when there is no financial incentive to do so?

​I’m talking about things like static builds, permenant attribute points allocation and inventory space. I understand why a freemium or pay-to-win game would do this; they want to charge you for a respec Token or a skill reset. But when a game has a standard box price, no microtransactions, and no in-game shop, why make it so difficult to change your mind?

​It feels like a weird design choice to lock a player into a specific path. If I realize twenty hours in that my build is suboptimal or just isn't fun, I’m often forced to either struggle through it or restart the entire game from scratch

​I’d love to hear some perspectives on this

Posted Apr 9, 2026, 9:24 PM UTC

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