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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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    3 小时前

    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.

    • wizardbeard@lemmy.dbzer0.com
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      3 小时前

      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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        2 小时前

        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.

    • paraphrand@lemmy.world
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      2 小时前

      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.

      • lobut@lemmy.ca
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        49 分钟前

        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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          33 分钟前

          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.

      • red_tomato@lemmy.world
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        4 小时前

        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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        4 小时前

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

    • tyler@programming.dev
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      4 小时前

      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.