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I don’t mind yellow paint as much as it is a sign of the broader issue of big games trying to be idiot-proof. If a game has yellow paint I expect it to be as easy as it can be outside of giving me literal god mode.

  • dev_null@lemmy.ml
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    3 days ago

    All of your suggestions are good but situational. They don’t apply as a solution that works for an entire big open world game with thousands of places to highlight.

    • calcopiritus@lemmy.world
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      3 days ago

      That’s why yellow paint is lazy. You just apply it everywhere and be done with it. Instead of figuring out the right way to highlight each situation in an “organic” manner.

      Before yellow paint, each game had its own way that differentiated from the rest. Now they are the same thing. Games are supposed to be art.

      In lego star wars games, grappling hooks were marked by a big red circle. Bombable assets were reflective metal. You could use the force (both normal and dark) on items which had blue/red sparks. And you could build objects in places that had jumping Lego pieces.

      In assassin’s creed, bricks that you could grab onto were clearly sticking out. You could also grab onto windows and such. No paint needed. If you saw a building, you most probably could claim it. If there was a pile of hay, you know you could jump from somewhere, and you would take no fall damage. If you saw a bench, you could sit on it. If you saw a roof tent, you could hide in it. If you saw a big guy with pockets in his back, you could steal from him. And many more things. I believe the first game already had a map, you could use it to find most of these items.

      In both of these games, interacting with the environment was an important part of the gameplay. There were thousands of interactables. Why can’t modern AAA games use any of these methods instead of lazy yellow paint?