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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.

  • squaresinger@lemmy.world
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    19 hours ago

    Tbh, I don’t mind yellow paint. I do mind the main character using voice-over to instantly spoil the solution to every riddle as soon as the MC enters the riddle area.

    Hogwards Legacy was terrible with this. Riddle: Find the McGuffin in the target area. As soon as the main character steps foot in the target area they say “I wonder if the McGuffin is located behind these vines over there”. Thanks for nothing.

    • captainlezbian@lemmy.world
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      17 hours ago

      Yeah I find the yellow paint is far better than the guessing at which of many ledges that look climbable to see which actually is.

      • Doc_Crankenstein@slrpnk.net
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        16 hours ago

        The yellow paint was kinda necessitated by the advent of highly detailed worlds. With so much extra visual noise it’s harder to see which objects are interactive.

        We didn’t need them before because everything had such little geometry that it was easier to tell what was what. People weren’t smarter, games were just a lot more simple.

        • squaresinger@lemmy.world
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          13 hours ago

          My kids recently got into Harry Potter, so I loaded up the old HP1 game on a playstation emulator. The whole game environment is made up from a single muddy low-poly mesh. Pretty much every object that isn’t part of that background mesh is interactible. You really don’t have to be smart to figure that out. So total agreement.

          The yellow paint of the early 2000s was “object exists”.

        • captainlezbian@lemmy.world
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          16 hours ago

          Yeah, it’s fine not having it back in the day, but also during the “everything is brown and moderately detailed” era of my youth it was rough if you missed the intro to a path or something.

          I’ll also concede part of why I’ve embraced the yellow paint is that I got older and my eyes are worse and I’ve got less time to dedicate to video games.

          • Doc_Crankenstein@slrpnk.net
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            15 hours ago

            Yup, same. As another user mentioned during that brown era was the use of the “special sense” mechanic to highlight objects and paths. Sometimes it became so necessary that you saw it more than the actual world.

            It’s getting better though; with modern games there are new tricks with lighting and environment design itself to guide the player. So as devs get better at working with 3D environments it will lessen its needed use case so as to be less intrusive on immersion and artistic direction. Probably won’t completely go away as a concept but it will become better incorporated.

    • 87Six@lemmy.zip
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      17 hours ago

      There’s good examples too. I genuinely found Aloy’s comments helpful in horizon forbidden west. Usually she said something right as I was getting frustrated.

      Though sometimes she spoke way too soon.

      • Doc_Crankenstein@slrpnk.net
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        16 hours ago

        I also really like the way they did the “yellow paint” in Forbidden West. It being a hologram that can be toggled was such a great way to keep the concept while not needing to compromise the visual aesthetic of environment design.

      • squaresinger@lemmy.world
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        13 hours ago

        It can work. I haven’t really seen it done well (haven’t played horizon forbidden west), but I’ve seen it done badly a ton of times.

  • grahamja@reddthat.com
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    13 hours ago

    Abiotic Factor had a sentient yellow paint can that had very clearly marked the correct path in an open map. You never meet the can, but there is yellow paint thrown all over the place in some areas, but it also marks a few entrances. Is yellow paint a common trope? I had no idea it had a deeper reference.

    • cannedtuna@lemmy.worldOP
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      13 hours ago

      🤦‍♂️ how did I never put that together? I actually don’t think I recall noticing yellow marker paint, but I did see that room it escaped from.

      The yellow paint has become a more common game design element

  • Quacksalber@sh.itjust.works
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    1 day ago

    I find the whole yellow paint argument to be stupid. Back in the day, level design was so spartan, that if you saw a ladder, you could reasonably infer that you could climb the ladder. Nowadays, level design has become so rich in detail that you need a way to differentiate between objects you can interact with and objects that are just placed for fluff.

      • red_tomato@lemmy.world
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        1 day ago

        I have also wasted so much time being stuck in games because I couldn’t find that one ladder I’m supposed to climb.

      • marcos@lemmy.world
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        1 day ago

        Is that comparable with the amount of time people spent trying to open walls in Wolfenstein 3D?

      • lobut@lemmy.ca
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        1 day ago

        I’m so blind when I was playing Control for hours and just couldn’t figure out how to advance. Turns out the way I was looking at the corridor made me blind to the exit on the left and just kept going to the exit on the right. Don’t get me wrong, almost no one has this issue, but I find a good way to get caught doing stupid things.

        • faythofdragons@slrpnk.net
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          1 day ago

          I run into that sometimes, where they decide that it’s all the same material right? And then make the floor texture the same as the wall texture, so holes in the wall are completely invisible.

      • k0e3@lemmy.ca
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        1 day ago

        I don’t think I’ve ever encountered this last issue but a lot of NES games had doors you couldn’t go into but they looked exactly like those you could enter. So infuriating.

    • wizardbeard@lemmy.dbzer0.com
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      1 day ago

      Thank you! This is something I saw coming as games got more visually detailed and environments got more visually dense. There was this generation of “detective mode”/“spirit vision”/“highlight the important shit” and I remember that in some games it was so constantly necessary to use that to figure out where you needed to go that you spent more time in desaturated rave-land than seeing that actual game.

      I feel like decent signposting, guiding the player towards interactables and points of interest, etc is slowly being lost in favor of “toggleable highlight vision” and yellow paint. It’s a fucking video game, use some rim-lighting or a sparkle effect. Point a toppled lamp at the ladder. Either go all in on realistic environments and work harder to direct your players in ways that don’t break immersion or accept some element of “game-ness” and just highlight the objects.

      The toggle-able highlight vision fucks with the gameplay flow, and the yellow paint on shit that doesn’t make sense unless an omniscient helper is leading us just breaks immersion and versimilitude for me more than any glowing collectable does.

      • mschae@discuss.mschae23.de
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        1 day ago

        The Portal games were really good at this. Using the environment to guide the player where they needed to go and then they used lighting to show what you should look at.

        Portal 1 did have some red arrows and “this way” signs on the walls, but that actually made sense because there was someone helping the player character out.

        • squaresinger@lemmy.world
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          19 hours ago

          Portal 1 had a very spartan level design. There was only a very limited set of interactible assets, so it was easy to learn which five assets can be interacted with. But also there wasn’t really much of anything else in the levels. Everything was clearly visible and understandable, because there really wasn’t anything there.

          Try to do Portal 1 in a forest setting, or in a detailed medieval city centre environment. That kind of design language would completely fall apart.

          • mschae@discuss.mschae23.de
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            19 hours ago

            That’s fair, although there was more stuff in the levels of the second half (but you’re right, even then the only thing you could really interact with were doors).

            Try to do Portal 1 in a forest setting, or in a detailed medieval city centre environment. That kind of design language would completely fall apart.

            Of course. Their design was very fitting for the kind of games they were, and different games would need something different to guide players :)

            I haven’t played through them, but I believe the Half-Life games had a greater variety of environments?

            • squaresinger@lemmy.world
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              13 hours ago

              I haven’t played the Half Life games, but they do firmly fall into the low-fidelity-environment category. Lower fidelity environments don’t need such a clear design language, because any object that exists usually exists for a clear purpose.

              That’s fair, although there was more stuff in the levels of the second half (but you’re right, even then the only thing you could really interact with were doors).

              Doors, turrets, cubes, switches, one type of “portallable” wall, that’s it. Everything else is just an obstacle. They spent the first half of the game training the player which objects are interactible, and in the second half they didn’t introduce anything new that wasn’t just an obstacle (except maybe the doors, don’t remember if they exist in the first half).

              But that’s just the point: If there’s not a lot of stuff in the game and all the objects are clearly recognizable, there’s no need for yellow paint because the game world is yellow paint.

              Yellow paint becomes necessary when the game is high-fidelity and trying to be photorealistic and thus stuff isn’t quite as clearly understandable. That’s why we use yellow paint in real life for mark ledges that you could stumble over or emergency exits (ok, here it’s green), or first-aid kits (here it’s red), or defibrilators (blue or green) and so on. We do use this technique in real-life.

    • [object Object]@lemmy.world
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      1 day ago

      I love exploring the levels in some games like ‘Half Life’ and ‘Deus Ex’. One of my favorite gaming moments was when I put the hovercraft in HL2 up on the wooden platform three meters from the ground. Then I promptly fell from that platform myself and had to finish the watery level on foot, including running away from the firing helicopter.

    • tyler@programming.dev
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      1 day ago

      Or you could argue it’s sparse in detail. If there’s a ladder why the fuck can’t I climb it? Why does it fucking need yellow paint? Can you imagine being new to video games and you try doing random normal things and they don’t work and they you try it again in a different location and it does? It would be infuriating.

      • Quacksalber@sh.itjust.works
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        1 day ago

        For ladders, yes. But take Horizon Forbidden West for example. Most rocks and cliff faces are climbable, but you can’t tell by just looking at them. You have to use your focus, their version of yellow paint, to see where you can and can’t go.

    • chatokun@lemmy.dbzer0.com
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      1 day ago

      Others have given probably similar examples, but Arin’s Mega Man X video both agrees with you and the post. It points out how some games used limited options in games (and showing examples before you died) to train you on ways the game works without the yellow paint. Your point is that games today don’t have the same limitations such as only travel right at the start, whereas the video points out there should be environmental designs that lead you to the answer.

      With fully free 3d environments it’s harder to do that without yellow paint though.

    • paraphrand@lemmy.world
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      1 day ago

      Dense environments on a screen have this impact. But that issue fades some when you are immersed in them in VR. Your spatial reasoning kicks in better and things become more intuitive. On a flat screen it becomes an ever moving eye spy/where’s Waldo thing in some ways.

      Not really a “solution” just an observation from a VR head.

      And it doesn’t fix “disabled” objects like things you expect to be able to use, but can’t due to gameplay/design reasons.

      • squaresinger@lemmy.world
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        19 hours ago

        And it doesn’t fix “disabled” objects like things you expect to be able to use, but can’t due to gameplay/design reasons.

        That’s imho even a bigger issue in VR, since the interactions are more “reality-like”, so when something doesn’t behave like reality, that’s more of an issue.

        • paraphrand@lemmy.world
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          7 hours ago

          I agree, and as someone who makes stuff for VR, I have mixed feelings about it sometimes.

          In VR, if every single object was interactive and able to be picked up, they would invariably be tossed around producing clutter. Such objects are always massless when held and effortless to move. (Yes, this isn’t always true, but disconnecting virtual hands from real hands is the compromise) Due to the ease of manipulation, it’s almost compulsive to throw them all around and make a physics mess.

          This isn’t necessarily bad. But it’s not always the goal of the design. Sometimes it’s counter to it. And then setting aside design, just having a lot of physics objects around is often a performance burden in an already performance constrained environment.

          We should be able to topple book cases, and shove couches, and flip tables and remove table cloths and drape them on things, etc, etc. It doesn’t just end with small hand held objects.

          So while I agree that it sucks that we can’t grab and touch and knock over everything. There will always be limits for the foreseeable future.

  • Björn@swg-empire.de
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    1 day ago

    I’d like to make a game where it’s your job to use yellow paint to show the hero where to go. You’d have to predict how the level would crumble during the chase sequence. If you did everything correctly you’d get a AAA rating.

    Your overall goal is to suck the player’s intelligence up or so.

      • mschae@discuss.mschae23.de
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        1 day ago

        Very fitting ending for this discussion too, as I think its message was something like “our destination is wherever we end up” (with Stanley and the narrator making up their own story, with no regards to what the game™ had planned for them).

        It was also called the confusion ending :)

        quote

        “Wouldn’t wherever we end up be our destination, even if there’s no story there? Or, put in another way, is a story with no destination still a story? Simply by the act of moving forward, are we implying a story such that a destination is inevitably conjured into being via the very manifestation of life itself—”

        “So we know that each door has to lead somewhere, which means that somewhere at the place where we’re trying to go, there must be a reverse door that leads here! And that in turn means that our destination corresponds with the counter-inverted reverse door’s origin. So, starting from the right, let us ask – will taking the right door lead us to where we’re going? And since the answer is clearly yes, that means the door on the right must be the correct one. Another victory for logic. Onwards, Stanley! To destiny!”

        I love these quotes.

    • k0e3@lemmy.ca
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      1 day ago

      I think you’re basically talking a modern lemmings or warios woods, and I would totally play it. That AAA rating is so clever haha.

  • calcopiritus@lemmy.world
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    1 day ago

    Yellow paint is just lazy level design.

    Yes, yellow paint exists to solve a real issue. But many games before it have managed to fix that issue.

    Wanna guide the player through a path? Have a guide NPC go before you (might even be the villain in a chase sequence!).

    Want to clearly show in which places you can do X thing? Have a clear visually distinct asset that stands out mark those places. Make sure you don’t have similar assets elsewhere.

    If the argument is accessibility, just make it an option to turn those special assets bright pink/yellow, or just a much more distinct (even if visually unappealing) asset for higher-budget games.

    Wanna show which ledges are grabbable? This may be the only acceptable use case. But even then, there are more discrete ways like shining stones or have the character extend its arm towards it or something. Or just make basically every ledge grabbable. I had no issues in either sm64 nor in the original assassins creed, and neither had yellow paint.

    • squaresinger@lemmy.world
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      20 hours ago

      Tbh, all these solutions are yellow paint in a different coat.

      Wanna guide the player through a path? Have a guide NPC go before you (might even be the villain in a chase sequence!).

      So now I have to tag behind an NPC that runs at 75% of my speed, because if I lose them the whole concept falls apart, so I have to bumble around behind them? No thanks. Or if it’s a villain, the whole immersion breaks after I realize the villain doesn’t actually run off if I don’t follow, but instead just waits at the next corner for me to catch up.

      Want to clearly show in which places you can do X thing? Have a clear visually distinct asset that stands out mark those places. Make sure you don’t have similar assets elsewhere.

      So the yellow paint is a yellow asset? Or a slightly less yellow asset? It’s the identical thing, just a little less visible. That was OK for Wii games and before that, because anything that deserved its own asset was interactible. There’s a plain wall with a 16 polygon cube on it, well of course this is an interactible button. Now do the same on a highly-detailed wall with bumps, groves, wood supports and so on.

      If the argument is accessibility, just make it an option to turn those special assets bright pink/yellow, or just a much more distinct (even if visually unappealing) asset for higher-budget games.

      So yeah, that’s just yellow paint in 3D.

      Wanna show which ledges are grabbable? This may be the only acceptable use case. But even then, there are more discrete ways like shining stones or have the character extend its arm towards it or something. Or just make basically every ledge grabbable. I had no issues in either sm64 nor in the original assassins creed, and neither had yellow paint.

      Assassins creed didn’t have to show you what’s grabbable, because everything was grabbable. You could literally run up to any random wall and the player character would climb it.

      SM64 falls in the “16 polygons per wall” category.

      • calcopiritus@lemmy.world
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        17 hours ago

        Yes. All of those aim to solve the yellow paint problem, so they serve the same purpose as yellow paint. The difference between yellow paint and other solutions is that those other solutions have some game design thought behind it.

        You don’t have to have an npc walking slower than you. You can make it run faster, and just wait for you if you get too behind, like any human would. You don’t have to have the villain stop in the chase scene. If the enemy gets too far, you lose and restart in the last checkpoint, like it always has been.

        You don’t have to have low-poly art for this to work. Not everything in assassin’s creed was climbable. But you know when it was and when it wasn’t, do you didn’t even try to climb what wasn’t. You could climb vertical walls of mountain rock. You couldn’t climb up flat walls either, you had to have bricks sticking out. Granted, most buildings had something to grab onto. But you saw which elements you grabbed onto, if those weren’t there you would know why you can’t climb.

        If your level design is clear and consistent, you don’t need yellow paint.

        • squaresinger@lemmy.world
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          13 hours ago

          You know where game designers borrowed the yellow paint idea from? From real life. We do use color-coded markings all over the place so that people can quickly see hazards. We use literal yellow paint to demark trip hazards and ledges. We use green paint to mark emergency exits. We use red paint to mark medkits (first aid kits). We use green or blue paint to mark defibrilators. We use red, green, white and/or blue paint to mark dangerous road crossings or cycle paths, and so on. (Colors likely vary by region.)

          Because real life is too detailed and “level design” is not enough to clearly show all the information necessary to avoid accidents and to find what you need in emergencies.

          In the end, whether you use yellow paint, red paint, sparkles, outlines or lights to highlight interactible objects doesn’t matter at all. All of that is absolutely identical. If everyone would switch over to red sparkles, everyone would have the same complaint just about now red sparkles.

          You don’t have to have low-poly art for this to work. Not everything in assassin’s creed was climbable. But you know when it was and when it wasn’t, do you didn’t even try to climb what wasn’t. You could climb vertical walls of mountain rock. You couldn’t climb up flat walls either, you had to have bricks sticking out. Granted, most buildings had something to grab onto. But you saw which elements you grabbed onto, if those weren’t there you would know why you can’t climb.

          You might have quite a generous memory of assassin’s creed 1. I just loaded up some let’s play to look at it, and on the one hand the environment is super low poly, and on the other hand the wall textures really don’t give any hints of anything. What is there is that if the wall is perfectly, absolutely smooth, there’s nothing to hold on to climb up. If there’s any geometry at all on the wall it’s climbable.

          That brings me back to my original point: In old, low-poly games, any object that exists is interactible. No need to mark these objects, because the marking is “object exists”. Try the same in modern near-photorealistic games. Doesn’t work like that, because here no wall is perfectly flat.

    • Paradachshund@lemmy.today
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      1 day ago

      The big reason this shifted was because of how detailed modern AAA environment are. The environments are now richly detailed, which makes it confusing since interactivity hasn’t kept pace with visuals. This required more heavy handed guidance like yellow paint, or interaction prompts on objects.

      I think classic WoW is an interesting thing to study in comparison. It doesn’t even tell you what’s interactive at a glance, but it’s clear because there are so few objects in each area.

      • Eufalconimorph@discuss.tchncs.de
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        1 day ago

        It can be fine if (and ONLY IF) the NPC matches your speed. There are other ways for it to be annoying, but that’s the easiest one to fix & the source of most of the annoyance IMO.

    • Jerkface (any/all)@lemmy.ca
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      1 day ago

      “Lazy” is lazy. Like “stupid”, it is a hypothesis chosen not for its predictive power, but for its simplicity.

    • emeralddawn45@lemmy.dbzer0.com
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      1 day ago

      Having an NPC go in front is way worse lmao. I hate little semi cutscenes where it zooms in on some NPC jumping across platforms or climbing up ledges, that’s way worse game design than having a subtle visual cue for ledges you can grab onto. I mean it doesn’t need to be as blatant as yellow paint, but just recognizable distinguishable feature if you’re gonna have a jump and hang mechanic on some ledges but not others

      • calcopiritus@lemmy.world
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        1 day ago

        It doesn’t have to be a cutscene. You just naturally go with the NPC as part of the story. While he’s telling you something and you are getting to the place for example. The start of uncharted 2 comes to mind, when you are a team of thieves and the other dude is leading you to where the treasure is, while talking to you.

        Yellow paint is not subtle.

        If you don’t want a ledge to be grabable, IMO, it’s way better design if you mark the ones that you can’t grab.

        Why can’t I grab onto that ledge? Because it’s way to small. Because it has some spikes (obviously within reason, don’t put random spikes in random ledges). Because it’s too high up. Because it’s a slippery surface (like clearly wet and smooth rock). Or just don’t put a ledge there if you don’t want people to grab it.

        If the answer to the question is “because it’s not painted yellow”, it’s just bad design.

    • dev_null@lemmy.ml
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      1 day 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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        1 day 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?

  • elephantium@lemmy.world
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    24 hours ago

    I can’t believe it bothers me as much as it does, but…

    WTF happened to the sword? It disappears after panel 1

  • taiyang@lemmy.world
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    1 day ago

    I play so many old games I practically forgot about yellow paint, but the last AAA I played didn’t use that or minimaps, and despite being mostly linear, it was an absolute chore in an overly detailed environment.

    Ya don’t need literal yellow paint like in some games (although I know there’s reasons for that) but lighting is really a nice way to do it. And in either case it’s better than waymarks and big ol’ arrows pointing the fastest route to a quest target, I still want to use my brain a little after all!

    • Couldbealeotard@lemmy.world
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      1 day ago

      FFXVI doesn’t have a minimap because the director thought it wasn’t immersive to have one. So now I’m opening the map menu every 30 seconds to figure out which part of the slightly flooded swamp can be walked on. So immersive.

      That game made it feel like you were punished for trying to explore.

      • taiyang@lemmy.world
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        1 day ago

        You knew exactly the game I had in mind, haha. A little yellow paint might have gone a ways with that one… but you know, not literally yellow paint. Lol

    • AbsolutelyNotAVelociraptor@piefed.social
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      1 day ago

      Thousands of years ago, when we were smashing rocks to make knives, probably.

      We’ve never been an intelligent species as much as a dumb branch of apes that happen to give birth to some glitched individuals with a form of intelligence every now and then. But jesus fuck, the last years, with the unversal internet access that we achieved, we became dumber than ever.

  • People complain about the yellow paint, but have you played more modern games that don’t do that or don’t have floating waypoint markers? Spend 10 minutes looking for where you’re supposed to go because they want you to scale a wall that does not look obviously scaleable all because they did nothing to get your attention to it.

    People also complained about, IIRC, Hitman Bloodmoney because it started highlighting usable objects when previously the only way you’d know you could use something was by walking up to it and trying to use it. Since you can’t interact with everything showing what can be interacted with is a huge help.

    • nightlily@leminal.space
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      The newish Avatar game tries to minimise blatant signposting as much as possible and while the level designers/artists obviously did their best, boy is it tough to navigate sometimes. One of the densest natural environments in video games, and a lot of vertical navigation.

    • TachyonTele@piefed.social
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      Pressing a button to highlight interactable objects is great. im too old to play point and click mini games.

      • Fr. Maybe some of the younger people just need to play some Point and Click games from the 80s snd 90s where they spend hours trying to figure out what they are missing only to discover they forgot a lockpick in the living room that is basically invisible to the human eye since it’s two pixels in a low res image filled with noise. 🤣

        • squaresinger@lemmy.world
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          19 hours ago

          Oh, the constant “Click every single pixel on the screen in a line-scanning pattern to find the one missing thing that stops you from progressing”… And all that in a time before the internet, where you couldn’t just look up the solution.

          There’s more than one game that I stopped playing because I just couldn’t figure out which pixel to click.

    • Elvith Ma'for@feddit.org
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      I’m currently replaying Cyberpunk 2077 and while it uses these color codes in some places to help you find alternative routes, you can climb almost anywhere and there were several instances where just having internalized that you can climb (given it having the correct height) will give you the edge in combat or result in you having a better/unexpected angle to a situation.

      • When they have consistent traversal mechanics like being able to grab ledges you can jump about chest high to it’s not much of an issue. You intuit where you can go pretty quickly once you understand the movement system. But games where everything you can climb is hand crafted and placed strategically to create a linear experience? You either have to make every climbable surface look identical so players easily recognize it as climbable (hand holds in rocks, vines, etc) or put some kind of marking on it (yellow/white/red paint splashes or highlights).

        Trying to remember what it was I was playing recently where I came to a dead end and couldn’t figure out what I was missing because the climbable wall in the dead end was a unique peice of geometry and had no hand holds, markings or anything. It was also the first time you come to a thing you can climb so it wasn’t even established that you could ever go vertical.

  • Diddlydee@feddit.uk
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    I have no idea what this yellow paint in games thing is. Never seen it in any game ever.

    • Captain Aggravated@sh.itjust.works
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      Sometime in the PS3 era, graphics got so realistic that…

      Let’s back up a second. Go play Ocarina of Time. OoT has wall climbing mechanics, but Link can’t just climb any wall, it has to be a climbable wall, and that is denoted by a different texture. Most commonly vines, but there’s a ladder-like texture on a wall on Death Mountain and rough brick in the Spirit Temple. And one wall in a Skulltula nook that isn’t textured, but Link can climb it anyway.

      The 3D environments on the N64 were pretty rudimentary; big chunky rectangles. A couple generations of console later, you get pretty realistically noisy environments. And you’ll have the exterior of a building or a pile of debris or some other set piece that has a single intended climbable path. Where older games would just…lay out a weirdly rectangular patch of climbing vines, now your character is supposed to climb pipes, ledges, window sills etc.

      Not everywhere in the world is climbable, so they started tinting actually climbable surfaces a distinctive color, often yellow, sometimes white. The new Tomb Raider games do this, later Final Fantasy games do this, Horizon Zero Dawn/Forbidden West do it, etc.

      The biggest extreme is Mirror’s Edge. The game’s primary mechanic is parkour, so the “paint climbable edges yellow” technique is elevated to the game’s whole aesthetic; the environment is stark white with parkourable elements tinted bright red. Looks cool and stylized while also allowing the player to process the visual information fast enough for a parkour game.

      • [object Object]@lemmy.world
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        18 hours ago

        ‘Final Fantasy 7’ actually had a funny version of this, since the backgrounds were drawn 2d pictures, but interactive objects were 3d, looking distinctly differently.

    • Klear@quokk.au
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      I remember seeing it it Mad Max:

      For the record, the game is great and the paint there never bothered me. I consider it an acceptable break from reality, much like medkits and not wasting ammo when reloading a half-empty clip.

    • tyler@programming.dev
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      Some other people have listed some, I’ve seen it in tomb raider, uncharted, dishonored. It’s used in Star Wars, assassins creed, it takes two, split fiction, and tons more.

  • Asafum@lemmy.world
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    I don’t exactly mind the paint all that much, but I really do prefer more a more “immersive” (for lack of a better word) approach like utilizing lighting to draw your eye to the right path. I don’t mean like a spotlight focused on an area (cough cough crimson desert puzzles) but something like a lantern near the path, or if it’s a decrepit area something like a broken hanging light over the area you’re supposed to go where most of the room is less lit.