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<?xml-stylesheet type="text/xsl" href="../assets/xml/rss.xsl" media="all"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Intelligent Artifice (Posts about accessibility)</title><link>https://www.intelligent-artifice.com/</link><description></description><atom:link href="https://www.intelligent-artifice.com/categories/accessibility.xml" rel="self" type="application/rss+xml"></atom:link><language>en</language><copyright>Contents © 2025 &lt;a href="mailto:jurie@jurie.org"&gt;Jurie Horneman&lt;/a&gt; </copyright><lastBuildDate>Sat, 01 Mar 2025 21:36:35 GMT</lastBuildDate><generator>Nikola (getnikola.com)</generator><docs>http://blogs.law.harvard.edu/tech/rss</docs><item><title>Usability and accessibility</title><link>https://www.intelligent-artifice.com/2008/07/usability-and-accessibility.html</link><dc:creator>Jurie Horneman</dc:creator><description>&lt;p&gt;&lt;/p&gt;&lt;p&gt;I have a certain reputation with my gaming friends - I am known as Jurie "Died 3 Times During The Tutorial" Horneman. My frustration threshold is extremely low. It can be measured in millimeters (Um. What is that in non-metric? "Toe-nails". Right.) Not only do I fail comically so early that most people would say that the game hasn't even started yet, I feel no qualms about publicly blaming my mishaps on some poor game designer somewhere. Thank &lt;a href="http://mitpress.mit.edu/catalog/item/default.asp?tid=5393&amp;amp;ttype=2" target="_blank"&gt;Donald Norman&lt;/a&gt; for that: After he taught me to blame doors, I was completely liberated.&lt;/p&gt;
&lt;p&gt;Cases in point:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="http://www.intelligent-artifice.com/2008/07/skate-burnout-paradise.html" target="_blank"&gt;Skate and Burnout Paradise&lt;/a&gt;, where I respectively got stuck in the tutorial and failed to find the game.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.intelligent-artifice.com/2008/01/quick-opinions-of-some-games-ive-been-playing.html" target="_blank"&gt;Mass Effect&lt;/a&gt;, where I &lt;em&gt;instantly&lt;/em&gt; got lost in the first mission. I mean, be serious: Spawn the player in the first level and then point him in the &lt;em&gt;wrong direction&lt;/em&gt;? Do you know how much trouble I went through to rotate the camera &lt;em&gt;just so&lt;/em&gt; at the start of some of the Manhunt 2 levels I worked on? Maybe this was a glitch - I can't believe this was left in the game.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.intelligent-artifice.com/2008/01/my-progress-in-assassins-creed.html" target="_blank"&gt;Assassin's Creed&lt;/a&gt;, which generally befuddled me.&lt;/li&gt;
&lt;li&gt;Prince of Persia: Sands of Time. Don't get me started on the first boss battle.&lt;/li&gt;
&lt;li&gt;Halo 2. I literally got killed by the first enemy in the game. &lt;em&gt;This&lt;/em&gt; is a mass-market shooter? I played it again a while later, but the streaming issues, blah graphics, AI problems and a &lt;em&gt;ridiculous&lt;/em&gt; cut-scene meant I stopped before very long. (I was expecting a somewhat serious SF story, not some crappy schlock where someone drop-kicks bombs through space.)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Why should gamers put up with it when developers don't take the time to polish the first 30 minutes or so of their games?&lt;/p&gt;
&lt;p&gt;Anyway, I just discovered that Manveer Heir over at Design Rampage &lt;a href="http://feeds.feedburner.com/~r/DesignRampage/~3/323823125/persistent-usability-fail.html" target="_blank"&gt;ran into a similar problem&lt;/a&gt;. He couldn't even &lt;em&gt;start&lt;/em&gt; Metal Gear Solid 3: Subsistence, and he rightly condemns the fabled design geniuses over at Konami for it. Right on!&lt;/p&gt;
&lt;p&gt;&lt;/p&gt;</description><category>accessibility</category><category>Game Design</category><category>usability</category><guid>https://www.intelligent-artifice.com/2008/07/usability-and-accessibility.html</guid><pubDate>Sun, 13 Jul 2008 08:57:42 GMT</pubDate></item></channel></rss>