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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They should have a sitcom.
End of conversation
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The fanboys flaming you over your *opinions* on RDR2 are ridiculous. The games interface (controller, menus all inclusive) really needed an experienced UX team working on it.
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If it wasn’t this particular franchise, and I hadn’t been looking forward to it since playing the first one, I think I would have given it up by now. The amount of people I’ve hit accidentally and changed the course of play. Frustrating.
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I remember thinking along those lines in the first tutorial mission... why is it X to pick up my hat, but LB to pick up my gun...
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This has been done to death, but it might be useful to try some of the Dark Souls games for contrast, if you haven’t already. In those games, obfuscation of mechanics and complexity of controls *is* the point, and the difference between them and a R* game is night and day
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dark souls is one of my favorite games series. I love it. And I would argue the mechanics are pretty intuitive and easy to learn, but hard to master. The difficulty comes in the gameplay. And the mystery of what items actually do is part of the quest / story / lore.
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After a few hours I’m getting the L1 focus thing much better, still I think the transitions into combat are not smooth at all and my god these menus
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Hey
@FilmCritHULK! I haven't played RDR2 but if you have had some troubles with the aiming controls you should check this out: https://www.youtube.com/watch?v=7yOZSbDxEaE …Thanks. Twitter will use this to make your timeline better. UndoUndo
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I tried picking up Metal Gear Solid 2 again after playing Horizon Zero Dawn. My god that made me appreciate the latter's control scheme.
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