RE: all the conversations about RDR2 and user interface. I cannot recommend reading Don Norman's "The Design of Every Day" things more. He ended up being paramount to Apple's philosophy and even worked there. But the biggest notion he tackles is key idea...
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He talks about how intuition, clarity, and ease should be at the fundamental understanding of the process. And keep in mind this has nothing to do with difficulty of gameplay. That's a separate issue. This is about obfuscating the ability to even play the game at all.
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This conversation should also be applied to voting machines where state governments are literally blaming voters for their inept UXpic.twitter.com/OzR9nHY6Wo
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This is a core truth/concept of industrial design.
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Haven't played RDR2 yet but the feedback of clunky controls and lengthy scripted action sequences remind me of playing Shenmue which I kind of loved partially because it removed mastery of environment from your character
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