10 votes

Red Dead Redemption 2: six months later – A detailed look at the failures, and success, of Rockstar’s latest hit

3 comments

  1. [2]
    Diet_Coke
    Link
    The author here would benefit from an editor, there's a lot of words to basically just say the controls can be bad and that results from intentional design decisions, not bugs. It's true, I had...

    The author here would benefit from an editor, there's a lot of words to basically just say the controls can be bad and that results from intentional design decisions, not bugs. It's true, I had several goofy moments - once I dropped the controller, which caused Arthur to punch a gate in St Denis, which is apparently a crime so all the cops started shooting at him. There were definitely a couple times I shot people on accident, or fumbled around with the buttons in the heat of the moment. Hell, I was probably 60% through the game before realizing you can save. Why would you nest the save/load menus and require an extra click for the two most common functions?

    Overall it was a good game; I played all the way through, but I have zero interest in the multiplayer because it seems like micro transaction pit and haven't fired it up since finishing it.

    6 votes
    1. nothis
      Link Parent
      I like that he goes beyond "the buttons are confusing" and into very in-depth analysis of concrete examples and what decisions might have led to this very expensive game having some of the worst...

      I like that he goes beyond "the buttons are confusing" and into very in-depth analysis of concrete examples and what decisions might have led to this very expensive game having some of the worst interaction design of this generation. Maybe he repeats a few points but this is a huge game with huge problems and quite an important position in gaming pop culture, it deserves being dissected like that. I liked, for example, how he explains that splitting tasks into a greater amount of sub-tasks, while more realistic-sounding in a verbal description of what you do, comes off as less immersive since you spend more time in confusing menus and answering button-prompts.

      I believe RDR2 is a great example of the limits of "simulation" in games when those simulations can't be captured by actual interaction mechanics. It's a colossal failure. The story is ok (even if it's delivered in a rather hamfisted way), the nature simulation runs at a level of detail that is quite fascinating but in pretty much every way this it is a "game" it's a failure. I just never saw it spelled out in as much detail and it helps me make sense of the game and of the larger gaming trends it exemplifies.

      2 votes
  2. nothis
    Link
    This was more interesting than I expected. The summary of the interaction design issues is really good. This is long though and I was afraid to read on after some point since I still am not...

    This was more interesting than I expected. The summary of the interaction design issues is really good.

    This is long though and I was afraid to read on after some point since I still am not through with the game and have no interest in spoiling the little fun I have with exploring the story further.

    2 votes