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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.

  • Quacksalber@sh.itjust.works
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    2 months 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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        2 months 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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        2 months 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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        2 months 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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          2 months 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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        2 months 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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      2 months 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.

    • [object Object]@lemmy.world
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      2 months 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.

    • paraphrand@lemmy.world
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      2 months 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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        2 months 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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          2 months 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.

    • chatokun@lemmy.dbzer0.com
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      2 months 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.

    • CommanderCloon@lemmy.ml
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      2 months ago

      I disagree, yellow paint is pure laziness. Games can still rely on lighting and other environmental guidance, but they just chuck paint everywhere instead of thinking their level design & environments correctly.

      Elden ring is a great example of that, constantly placing environmental clues everywhere to attract your eye without needing any objective markers or other cheap tricks