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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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    9 days 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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        9 days 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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        9 days 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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        9 days 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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          9 days 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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        9 days 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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      9 days 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.

    • tyler@programming.dev
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      9 days 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.

    • paraphrand@lemmy.world
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      9 days 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.

    • SlurpingPus@lemmy.world
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      9 days ago

      I love exploring the levels in some games like ‘Half Life’ and ‘Deus Ex’. One of my favorite game 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.

    • chatokun@lemmy.dbzer0.com
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      9 days 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.