Both of the Portal games are great examples of signposting that actually enhance the aesthetic and feel of the environment while still helping guide the player.
There have been loads of mechanics in the past. The "twinkle" of an item in Resident Evil. Various types of vision that help you focus on key locations in a room. Its not difficult to try new things. It's just that there's souch pressure on developers to not make things to obtuse. It's why I respect From Software so much. They have no problem with gamers missing huge chunks of content. If you don't find it that's your problem
Yes, in the form of ‘guiding light’ on your minimap and certain sites of grace (chedkpoints) but it’s subtle and more of a ‘you need to generally go south east to progress the main quest’.
Dude there are literally walls that you have no way of knowing have something behind them until you hit them and they disappear. That’s a far cry from bright yellow “go here” bullshit all over the place
Games are too handholdy, but you really can't say Elden Ring is easily understandable. Tons of people can easily miss getting to the Deeproot Depths since you either have to beat the Gargoyle boss and know that the grave that you barely see behind the waterfall near the grace is interactable or you have to realize that the chest behind an illusory wall is a distraction and that there's a 2nd illusory wall in one of the hardest to reach areas in the game.
And I still manage to find all of this on my own thanks to my instincts and my logical brain telling me "I haven't been over there yet. I can kinda see that there is nothing there but let's check anyway"
I then tilt my stick in the direction until I am "over there", which now allows me to see things much closer and that coffin...it stands out a bit..oh a prompt telling me I can interact with it, wow.
Elden ring is not as complex as you think. People are literally just too dumb to realize their options.
As alien as it feels to me, I can totally see millions of people acting the complete opposite:
"I scanned the room from 300m away by spinning my camera real fast and I didn't see anything glowing. I conclude therefore that nothing of interest exists here and will ask myself "how was I supposed to know that?" later".
Sure but elden ring is more complicated than your average yellow paint game these days. I'm saying I'll take elden ring over other AAA slop any day. Haven't played a COD since mw2 and don't intend to. Haven't played an AC since 2 and don't intend to (actually that's a lie i'll probably play black flag at some point)
The thing is, is so many bosses are recycled in Elden Ring because you’re not supposed to catch everything - it’s ok if you don’t explore absolutely everything, because so long as you explore a little, you will likely still see that very same boss elsewhere.
Yeah obviously. But as the other guy was saying, the game doesn't tell you about this stuff. The guiding lights only tell you how to progress the main objective. It doesn't tell you anything about the side content, which is usually what handholdy games do.
Those are pretty standard situations if you come from Dark Souls. By that point you're supposed to have the mind frame that secrets could be hidden anywhere. I can see new players missing out on them, but as the other guy said, it's not like the game isn't afraid of you missing out content.
Secrets within secrets are pretty rare, even with in Dark Souls. I've seen multiple comments from people with hundreds of hours in the game not knowing about those paths. My point isn't that the game isn't afraid of you missing content, but rather that stuff is intentionally let unhighlighted. I don't mind that it's obtuse. I'm just saying that it's nowhere close to being handholdey like other games.
The spirit ashes. God I've never seen a community do such a 180 than the souls community. Used to be all about getting good and enjoying the difficulty of the game. Now if you use summons and cheese strats to kill bosses without them even looking at you you're heckin valid!
Roguelites are truly the most accessible game genre. The devs can put in crazy difficulty for the endgame content, but even players who struggle on baby mode still make progress when they lose.
The paint is for them so they don't write about how the game sucks because it's confusing to navigate in the 30 minutes they play before writing a review
Agreed, but another issue is bad design. They have to mark the path because if there's a bunch of invisible walls closing off obviously accessible routes and ladders laying around that go nowhere the average player is going to get frustrated, especially during a tense section. Compare the chase sequences in RE Village vs Dying Light
wow ok this would have been an obvious solution in real life but the problem is, 99% of the objects in this game are noninteractable so I have no context to know which I can use.
a burglar rushes you in a game to kill you, you see a set of kitchen knives, a chair you could use to pin, and a vase to throw, but no, it's that object you had to use so congrats you're dead.
And a fallen tree in the path. I am R2D2 and a small tree that a kindergartener could crawl over completely blocks the path. I can also not just go around the tree as my tiny wheels suck on grass.
Ah yes, how couldn't I have guessed that the way to kill the burglar was to stab him in the eye with the carrot. Silly me. The kitchen knife wouldn't work, obviously
The original Mirror's Edge did this best. An object you needed to climb on or jump off to use for the intended path forward would turn red once you got close. And this worked so well because the entire art direction of the game is whites and bright colors contrasting.
Also fuck ubisoft for making this a thing in games
Honestly, some of the Assassin’s Creed games (like 2, Brotherhood) did this really well. The bits of white blended aesthetically with the environment, and the plausibility of canvas everywhere was a reasonable tradeoff for the visual signalling.
Blame the industry for forcing itself to make big dumb games for big dumb audiences to make more money. The “good” solutions take more dev time to get right, and that’s not how AAA works anymore. Big budget films do the same things, and smart people’s eyes roll into their skulls when things are overexplained or dumbed down, but it has to happen to earn back inflated budgets.
Tl;dr: don’t buy AAAA slop if you don’t like it, it’s by-and-large not made for intelligent audiences. The industry is going to collapse anyway, just play good, low-budget games.
I think at least in Black Flag they used it on some island rocks? Might be wrong though, but yea they definitely used them on the synchronization points
It was the synch point ledges right? Like most buildings/shipwrecks/lookout towers/ect that had synch points had a outcrop of wooden scaffolding that an eagle would perch on, and under the eagle there was some straw and bird shit
I forgot about that, that is funny lol. Bang on for what I’m saying, to make it look organic you have to have time to come up with diegetically cohesive ideas and implement them.
I think the yellow paint thing was started by naughty dog in uncharted, it just became a quintessential sign for "I'm climbable"
I remember in assassin's creed 2, brotherhood etc, they would put things in the world that fit their location as parkour "starters" and they always had s white cloth drapes over them, so it was visible, but didn't stick out like a sore thumb.
So I honestly don't mind the yellow paint - to a point. It makes sense in some areas of games but its when its thrown haphazardly. The most recent example I saw recently was the Dead Rising Remake in the first fight against Castillo; You are shown in the cutscene:
A man is shooting from a second floor.
You are given a gun as an option to fight (A new gun, actually)
The cutscene points you to a sign that says WELCOME
You are suggested to sneak around and climb up the building to deal with him.
As soon as you get control. When you run towards the welcome sign; there is literally yellow paint that says "THIS WAY" - right where the cutscene points you to the sign, where it already says WELCOME. I don't really mind the second yellow paint piece in this part of the game (It does the stupid "This way" again without any environmental details but also the game at this point does not tell you or teach you, that you can mantle things). But the first one has me just in disbelief.
Its not a player problem its a dev problem. Developers create environments that focus on realism and looking pretty instead of being a functional game environment. They want to put 20 ledges in the environment but only one is climbable so oh well, lets just paint it yellow so the player knows what the hell in this cluttered, invisibly walled hellscape we have arbitrarily decided is interactable
This became a problem in the Halo series, maps became less readable as graphics got better. Also less alien looking, the featureless environments were unnerving
Honestly I'd rather keep progressing in a game and get to the next bit of action. Looking around for where to go next isn't fun gameplay, and usually it's just there to pad the length
I enjoy games that actually hand my ass to me from time to time. It’s part of being a game. If I wanted a solely cinematic experience I’d go watch a movie. Good games are good games, amazing games are both a good game and a cinematic experience.
People are blaming game dev for whatever reason doesn't understand how game development work at all.
Believe me when i say this. They want the game to be hard just like you. Game dev especially programmer are not fucking stupid. They play game as much as any of you and know exactly what they want in their game.
The problem is when the game reach QA's hand. And QA being the dumbass that they are, making notes left and right about how the game is 'unclear' or 'not intuitive' when half the time it's them being a dumbfuck who doesn't learn gamesense or how to read. Let's not even get into the head designer who are about as dumb as the QA and demand design changes so it 'accommodates to modern audience.'
The issue is if you put climbing into the game as a script event only, then you need to tell players when to use it. The fix to this is obviously assassins creed type of climbing mechanics where you can climb anywhere.
You fix it by designing your game so you don't need it. For example in Breath of the Wild there is no real need for yellow paint because everything is climbable. If you need to get somewhere there's typically multiple ways to do so. So there's no need for paint because there isn't one path to get to where you need to go.
But in something like God of War the paint is somewhat necessary because there are specific ledge points where you can climb, or drop down, etc. There are also some areas where you duck or squeeze through and others where you can't. The environment isn't designed in such a way to clearly distinguish between climbable/unclimbable so you end up with the paint (at least GoW has an in-lore reason for it by the way, something the other copycat devs mostly didn't bother with).
Both are great games BTW, but they're very very different philosophies - it's "here's the path we want you to take" vs. "everything is climbable."
Ideally the level design should be good enough to guide the player in the right direction without being intrusive. It's easier said than done, and I've seen terrible examples of games either being way too handholdy or being damn near impossible to progress through without a tutorial. It's either the yellow paint, or they put the path you need to take in the most obscure part of the level with zero indication you're supposed to go there. It's like some devs think difficulty means having to scour the entire level to find the unmarked door off in the corner you're supposed to go through.
Shadow of the Tomb Raider actually did a pretty good job at fixing this. They made the environment stand out enough to where you can see it but it doesn't look completely stupid and covered in paint and then there are settings within the menu to adjust whether it lights up when you go into the hint mode.
Intelligent people are harder to get money out of with things like microtransactions / pre-orders / p2w / live service. Appealing to normies is how they make billions.
Normies will eventually follow intelligent people so long as the games have a consistent fanbase and they grow in scope. Baldur's Gate 3 and Elden Ring only became as popular as they did because the creators appealed to their fanbases while upping the presentation.
I saw your other reply, problem is that the only remaining “based devs” who want to stay faithful to “their” vision are people who make indie games that just clone each other in endless circles of roguelike this and deckbuilder and pray that enough people are buy their slop out of pity
endless circles of roguelike this and deckbuilder that
Dunno, pick better games if that's all you see. Naturally there are fewer exceptional indie games that don't bend over to normies, but they will build up a devoted community. Take My Summer Car, for example. Rojola made it the way he wanted, no compromises.
I haven't played HZD so don't know how visually jarring that problem is,
I have climbed rock faces with a pouch of chalk to mark reliable hand and foot holds for less experienced climbers following below, so it isn't entirely out of the question.
This was my first experience to the yellow paint problem and I didn't mind it at first because my logic around it was that other tribes/individuals were also using these paths and needed to mark the way forward/which way was safe.
I got downvoted to oblivion for making fun of the fact Dead Space 2 had to tell you not once, but THREE TIMES that you have to use a CUTTING TOOL to CUT OFF THE LIMBS OF THE CREATURES because that's their weakness. They used the exact same excuses too.
"Gamers (me specifically) are stoopid and need hand holding hurr durr"
Silent Hill 2 remake solves this pretty well with subtly visible white towel for the intended location, or else you should work your ass to make every place distinct like in elden ring
The silent hill 2 remake does a great job with guiding players and even has the option to turn off certain tutorials and item notifications. Giving players the option to turn off the obnoxious visual guidance seems like good game design and i hope companies start to adopt it.
It's so funny to me that the pushable carts are half yellow, like they started using the normal coding then realized it wouldn't look good if all interactables like that were yellow so they just threw white rags over everything
Still Wakes The Deep does it very well. It's yellow stuff, yeah, but it's all placed sensibly and makes sense in the context of the environment (An oil rig) where you follow yellow tarps, markers, gates, and other things.
Color-Coded navigation can go well, in the context of a game environment. Monster Hunter World had the tracking bugs, which made sense in the game environment. Some post-apocalypse game might not have someone running around leaving paint everywhere, but there could be trash, equipment or even shorthand scrawlings made for other survivors.
Honestly feels like even with less amount of hints in SWTD it still too much. I kinda wish to replay it with higher amount now, just to see where they even gonna put it
Just make everything climbable. Playtesters only have this issue with handholding cause the devs want players to climb their way. The newer assassins creed games didn’t have this issue cause you could climb literally anything. Those games have other issues but that’s not the point here.
Just make it part of another difficulty level, Mirrors edge had the red things and you could turn it off, its just devs constrained for time or being lazy.
Yellow paint always existed in games in various forms. Like a rock having a distinctly straight edge that tells you that you can climb on it. Or conveniently placed red barrels = explosion.
With modern graphic fidelity it's very difficult to tell players if you can interact with a thing or not (and how your character will interact with it) without resorting to UI elements that ruin Immersion (imagine a glowing triangle on top of a cliff that says "climb"), or adding a distinct colour to it (like yellow tape in new RE games)
Me with Metro Exodus. As much as I love that game, it doesn’t hold your hand at all except for the marker on the map. Other than that, that game doesn’t help you at all really.
And the original mirrors edge imo, things were highlighted red but it fit with the theme of the environment, and you could turn that shit off if you wanted to.
I played the Tomb Raider remasters recently and oh my god it's so nice to just be bee to see where you need to go from the knowledge of how high or far Lara can jump. Sometimes you actually fail the platforming section! I swear they've made platforming impossible to fail since the PS3 days.
Stray did this wonderfully with lighting and environment design. There was no clear path you had to take, but things like light strings or interesting environmental features would naturally draw you down the desired path.
Gameplay alone need to be interesting enough for players to discover, if they allow the player character to do things, interact or move in a very interesting way and they'll figure it out.
Let them loose and they spend hours figuring it out
Jeager122@reddit
Both of the Portal games are great examples of signposting that actually enhance the aesthetic and feel of the environment while still helping guide the player.
williamsonmaxwell@reddit
Sort of cheating though? because they are yellow painting, but the game is set inside a testing facility so the yellow painting makes sense
Zephandrypus@reddit
Irrelevant bro
deleted_by_reddit@reddit
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ILL_BE_WATCHING_YOU@reddit
The Part Where He Kills You
trunks_the_drink@reddit
geez i wonder what happens in this part
Paradox@reddit
Prepare to have your expectations subverted
AutoJannietator@reddit
Zephandrypus@reddit
This feel like some PS1 horror game shit
williamsonmaxwell@reddit
“You don’t have the right ‘o’ you don’t have the right all the more you don’t have the right”
iSayWhatYouAllThink@reddit
ERROR! Please drink verification can!
edbods@reddit
mountain dew is for me and you
Kibermozgai@reddit
You forgot about "Do it a few more times" before it let you go
GunstarGreen@reddit
There have been loads of mechanics in the past. The "twinkle" of an item in Resident Evil. Various types of vision that help you focus on key locations in a room. Its not difficult to try new things. It's just that there's souch pressure on developers to not make things to obtuse. It's why I respect From Software so much. They have no problem with gamers missing huge chunks of content. If you don't find it that's your problem
XDDDSOFUNNEH@reddit
It's pretty based of them.
I remember playing Elden Ring and missing a ton of stuff.
Instead of going "REEEEE WHY ISN'T EVERYTHING MARKED?!?!" I just said oh well, I'm a dumbass, and it's more stuff to see when I replay in a few years.
Poopdicks69@reddit
I'm replaying now while looking for answers online. I missed so much it's like a whole new game.
rkoy1234@reddit
minor spoilers for dlc
i >!burnt the fucking tree!< after like 4 hrs in the dlc not knowing it will lock me out of like 90% of the quest content.
had to restart after rushing the final boss smh
PlzDontBanMe2000@reddit
Killed messmer and saint of bud in 4 hours? That’s impressive
TypicalMootis@reddit
The yellow paint problem will never go away as long as gaming is mainstream. Normies are fucking stupid.
Givants@reddit
Is there yellow paint in Elden ring?
Uvanimor@reddit
Yes, in the form of ‘guiding light’ on your minimap and certain sites of grace (chedkpoints) but it’s subtle and more of a ‘you need to generally go south east to progress the main quest’.
komali_2@reddit
no, absolutely not, no. yellow paint would mean that hoppable gravestones or jump puzzles would be more obviously marked, or secret walls etc.
Elden ring has no problem letting you miss entire fucking zones because you didn't pay attention to the floorplan of a place you're exploring
Uvanimor@reddit
You’re the reason doors with handles say pull… This is a you problem.
PlzDontBanMe2000@reddit
Dude there are literally walls that you have no way of knowing have something behind them until you hit them and they disappear. That’s a far cry from bright yellow “go here” bullshit all over the place
BotAccount2849@reddit
Games are too handholdy, but you really can't say Elden Ring is easily understandable. Tons of people can easily miss getting to the Deeproot Depths since you either have to beat the Gargoyle boss and know that the grave that you barely see behind the waterfall near the grace is interactable or you have to realize that the chest behind an illusory wall is a distraction and that there's a 2nd illusory wall in one of the hardest to reach areas in the game.
cosplay-degenerate@reddit
And I still manage to find all of this on my own thanks to my instincts and my logical brain telling me "I haven't been over there yet. I can kinda see that there is nothing there but let's check anyway"
I then tilt my stick in the direction until I am "over there", which now allows me to see things much closer and that coffin...it stands out a bit..oh a prompt telling me I can interact with it, wow.
Elden ring is not as complex as you think. People are literally just too dumb to realize their options.
As alien as it feels to me, I can totally see millions of people acting the complete opposite:
"I scanned the room from 300m away by spinning my camera real fast and I didn't see anything glowing. I conclude therefore that nothing of interest exists here and will ask myself "how was I supposed to know that?" later".
komali_2@reddit
Sure but elden ring is more complicated than your average yellow paint game these days. I'm saying I'll take elden ring over other AAA slop any day. Haven't played a COD since mw2 and don't intend to. Haven't played an AC since 2 and don't intend to (actually that's a lie i'll probably play black flag at some point)
Uvanimor@reddit
The thing is, is so many bosses are recycled in Elden Ring because you’re not supposed to catch everything - it’s ok if you don’t explore absolutely everything, because so long as you explore a little, you will likely still see that very same boss elsewhere.
BotAccount2849@reddit
Yeah obviously. But as the other guy was saying, the game doesn't tell you about this stuff. The guiding lights only tell you how to progress the main objective. It doesn't tell you anything about the side content, which is usually what handholdy games do.
ScrewdShadow@reddit
Those are pretty standard situations if you come from Dark Souls. By that point you're supposed to have the mind frame that secrets could be hidden anywhere. I can see new players missing out on them, but as the other guy said, it's not like the game isn't afraid of you missing out content.
BotAccount2849@reddit
Secrets within secrets are pretty rare, even with in Dark Souls. I've seen multiple comments from people with hundreds of hours in the game not knowing about those paths. My point isn't that the game isn't afraid of you missing content, but rather that stuff is intentionally let unhighlighted. I don't mind that it's obtuse. I'm just saying that it's nowhere close to being handholdey like other games.
komali_2@reddit
I enjoyed Elden Ring and did just fine in it so not sure what you're coming at me for.
TheRoyalSniper@reddit
The spirit ashes. God I've never seen a community do such a 180 than the souls community. Used to be all about getting good and enjoying the difficulty of the game. Now if you use summons and cheese strats to kill bosses without them even looking at you you're heckin valid!
Foraaikouu@reddit
we should have gatekeeped gaming better the past decade
cosplay-degenerate@reddit
I don't know how we should have accomplished that.
IlIllIlIllIlIl@reddit
More slurs
PlzDontBanMe2000@reddit
More titty armor
HeightAdvantage@reddit
Time to int into another game of league you say?
Dunois721@reddit
Normies?
Back in my day we called them " Casuals"
JJJSchmidt_etAl@reddit
Respecting intelligence is racist!!11
DIAL8_TRAINEE@reddit
I agree. TND.
yeetusdeletusgg@reddit
The new dorder?
SalvationSycamore@reddit
Trump Nerangement Dyndrome
Morrghul@reddit
We‘re still talking about normies right?
Kosame_Furu@reddit
Sure haha
:/^)
IndirectFire_Chad10E@reddit
You are one of the greatest trolls of our time, much respect to you
TypicalMootis@reddit
The_Jews_Did_This.gif
GD_Insomniac@reddit
Roguelites are truly the most accessible game genre. The devs can put in crazy difficulty for the endgame content, but even players who struggle on baby mode still make progress when they lose.
raptorsoldier@reddit
Lorn's Lure
doodwtfomglol@reddit
Gaming journalists are to blame
The paint is for them so they don't write about how the game sucks because it's confusing to navigate in the 30 minutes they play before writing a review
TypicalMootis@reddit
Agreed, but another issue is bad design. They have to mark the path because if there's a bunch of invisible walls closing off obviously accessible routes and ladders laying around that go nowhere the average player is going to get frustrated, especially during a tense section. Compare the chase sequences in RE Village vs Dying Light
gay_for_hideyoshi@reddit
People really need to go back to the first Zelda Game or if not play the early Tomb Raider
PlzDontBanMe2000@reddit
I don’t know how game reviewers didn’t shit their pants at Elden ring
5herl0k@reddit
god the amount of times I go:
wow ok this would have been an obvious solution in real life but the problem is, 99% of the objects in this game are noninteractable so I have no context to know which I can use.
a burglar rushes you in a game to kill you, you see a set of kitchen knives, a chair you could use to pin, and a vase to throw, but no, it's that object you had to use so congrats you're dead.
mab0roshi@reddit
You sound like the kind of guy who should be playing Immersive Sims.
noobtube228@reddit
Old school point and click games are notorious for this.
NEETscape_Navigator@reddit
And a garden fence is an immovable and unscalable object when the devs want it to be. A tank wouldn't dent it.
Din_Plug@reddit
And a fallen tree in the path. I am R2D2 and a small tree that a kindergartener could crawl over completely blocks the path. I can also not just go around the tree as my tiny wheels suck on grass.
Paradox@reddit
Ah yes, how couldn't I have guessed that the way to kill the burglar was to stab him in the eye with the carrot. Silly me. The kitchen knife wouldn't work, obviously
Fucking Zork did it better
MrBummer@reddit
The original Mirror's Edge did this best. An object you needed to climb on or jump off to use for the intended path forward would turn red once you got close. And this worked so well because the entire art direction of the game is whites and bright colors contrasting.
TheWorldEndsWithCake@reddit
Honestly, some of the Assassin’s Creed games (like 2, Brotherhood) did this really well. The bits of white blended aesthetically with the environment, and the plausibility of canvas everywhere was a reasonable tradeoff for the visual signalling.
Blame the industry for forcing itself to make big dumb games for big dumb audiences to make more money. The “good” solutions take more dev time to get right, and that’s not how AAA works anymore. Big budget films do the same things, and smart people’s eyes roll into their skulls when things are overexplained or dumbed down, but it has to happen to earn back inflated budgets.
Tl;dr: don’t buy AAAA slop if you don’t like it, it’s by-and-large not made for intelligent audiences. The industry is going to collapse anyway, just play good, low-budget games.
izanamilieh@reddit
I play old games and it makes me so happy to not only play good games but experience the history and evolution of franchises.
Idkwhattoputhere3003@reddit
Assassins Creed also used stuff like bird shit to show ledges you can grab, which is pretty funny
Paradox@reddit
The bird shit was actually to show you that there was a hay bale below, so you could leap off the roof without killing yourself.
Idkwhattoputhere3003@reddit
I think at least in Black Flag they used it on some island rocks? Might be wrong though, but yea they definitely used them on the synchronization points
Paradox@reddit
Sync points were usually marked by an eagle
Idkwhattoputhere3003@reddit
It was the synch point ledges right? Like most buildings/shipwrecks/lookout towers/ect that had synch points had a outcrop of wooden scaffolding that an eagle would perch on, and under the eagle there was some straw and bird shit
Paradox@reddit
Every lookout also had a hay bale or open water you could dive into
Idkwhattoputhere3003@reddit
Yes sirrrr, god early assassins creed just hit something in my brain that I can’t reproduce. Probably being 14 again, but black flag is still amazing
TheWorldEndsWithCake@reddit
I forgot about that, that is funny lol. Bang on for what I’m saying, to make it look organic you have to have time to come up with diegetically cohesive ideas and implement them.
QuintusMaximus@reddit
I think the yellow paint thing was started by naughty dog in uncharted, it just became a quintessential sign for "I'm climbable" I remember in assassin's creed 2, brotherhood etc, they would put things in the world that fit their location as parkour "starters" and they always had s white cloth drapes over them, so it was visible, but didn't stick out like a sore thumb.
ZMowlcher@reddit
No its literally darksydephil. He's to blame.
Flyntloch@reddit
So I honestly don't mind the yellow paint - to a point. It makes sense in some areas of games but its when its thrown haphazardly. The most recent example I saw recently was the Dead Rising Remake in the first fight against Castillo; You are shown in the cutscene:
A man is shooting from a second floor.
You are given a gun as an option to fight (A new gun, actually)
The cutscene points you to a sign that says WELCOME
You are suggested to sneak around and climb up the building to deal with him.
As soon as you get control. When you run towards the welcome sign; there is literally yellow paint that says "THIS WAY" - right where the cutscene points you to the sign, where it already says WELCOME. I don't really mind the second yellow paint piece in this part of the game (It does the stupid "This way" again without any environmental details but also the game at this point does not tell you or teach you, that you can mantle things). But the first one has me just in disbelief.
orangy57@reddit
make the paint gel and make it blue and orange and make you bounce around and go super fast when you touch it
ICODE72@reddit
It should be a setting,
I think back to rdr where if you disable the map, voicelines would change to offer you directions to work with, morowind style.
Kibermozgai@reddit
I wonder if any devs have the balls to do all that morrowind style navigation nowadays
papeyy2@reddit
ac origins and odyssey (and probably the next ones idk i only like odyssey) have this be a toggle and you get to ask your quest giver for directions
ICODE72@reddit
Despite having quest markers,but often times, bg3 does expect you to observe the environment and figure stuff out.
darkness876@reddit
It’s almost like half life solved this problem decades ago
perfectly_stable@reddit
INDIKA had yellow paint in one (1) section of the game - abandoned yellow paint factory
BlazinAmazen@reddit
Its not a player problem its a dev problem. Developers create environments that focus on realism and looking pretty instead of being a functional game environment. They want to put 20 ledges in the environment but only one is climbable so oh well, lets just paint it yellow so the player knows what the hell in this cluttered, invisibly walled hellscape we have arbitrarily decided is interactable
Flywolfpack@reddit
Game devs are possibly the worst people in the world
Milesware@reddit
What about people in 4chan
Free-Design-8329@reddit
Better than Redditors
Lower_Preparation_83@reddit
based
vmpafq@reddit
I've never encountered a better group tbh
Squire_3@reddit
This became a problem in the Halo series, maps became less readable as graphics got better. Also less alien looking, the featureless environments were unnerving
KneeDeepInTheDead@reddit
Lets make everything on screen a shade of gray, its what the children want
IBringTheHeat1@reddit
Then hide a collectible or power up on one of the ledges that’s not colored but you can climb
stinky-bungus@reddit
Honestly I'd rather keep progressing in a game and get to the next bit of action. Looking around for where to go next isn't fun gameplay, and usually it's just there to pad the length
tacobellbandit@reddit
I enjoy games that actually hand my ass to me from time to time. It’s part of being a game. If I wanted a solely cinematic experience I’d go watch a movie. Good games are good games, amazing games are both a good game and a cinematic experience.
dadvader@reddit
People are blaming game dev for whatever reason doesn't understand how game development work at all.
Believe me when i say this. They want the game to be hard just like you. Game dev especially programmer are not fucking stupid. They play game as much as any of you and know exactly what they want in their game.
The problem is when the game reach QA's hand. And QA being the dumbass that they are, making notes left and right about how the game is 'unclear' or 'not intuitive' when half the time it's them being a dumbfuck who doesn't learn gamesense or how to read. Let's not even get into the head designer who are about as dumb as the QA and demand design changes so it 'accommodates to modern audience.'
faq4help@reddit
Lighting helps with this. Have everywhere the player shouldn't go darker than where they should go
thEldritchBat@reddit
I think the resident evil remakes use the yellow paint in a good way tbh
K3IRRR@reddit
Post the video of the guy who can't cuphead
Rootsyl@reddit
The issue is if you put climbing into the game as a script event only, then you need to tell players when to use it. The fix to this is obviously assassins creed type of climbing mechanics where you can climb anywhere.
nhremna@reddit
I like the yellow paint and the hand holding. I dont want to ever wonder what I need to be doing.
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jmarFTL@reddit
You fix it by designing your game so you don't need it. For example in Breath of the Wild there is no real need for yellow paint because everything is climbable. If you need to get somewhere there's typically multiple ways to do so. So there's no need for paint because there isn't one path to get to where you need to go.
But in something like God of War the paint is somewhat necessary because there are specific ledge points where you can climb, or drop down, etc. There are also some areas where you duck or squeeze through and others where you can't. The environment isn't designed in such a way to clearly distinguish between climbable/unclimbable so you end up with the paint (at least GoW has an in-lore reason for it by the way, something the other copycat devs mostly didn't bother with).
Both are great games BTW, but they're very very different philosophies - it's "here's the path we want you to take" vs. "everything is climbable."
Both of those by the way are great games
creativity_null@reddit
Ideally the level design should be good enough to guide the player in the right direction without being intrusive. It's easier said than done, and I've seen terrible examples of games either being way too handholdy or being damn near impossible to progress through without a tutorial. It's either the yellow paint, or they put the path you need to take in the most obscure part of the level with zero indication you're supposed to go there. It's like some devs think difficulty means having to scour the entire level to find the unmarked door off in the corner you're supposed to go through.
the_fuego@reddit
Shadow of the Tomb Raider actually did a pretty good job at fixing this. They made the environment stand out enough to where you can see it but it doesn't look completely stupid and covered in paint and then there are settings within the menu to adjust whether it lights up when you go into the hint mode.
Fun1k@reddit
Simply don't guide the player. It won't sell as much, but you will have a playerbase consisting of intelligent people.
TypicalMootis@reddit
Intelligent people are harder to get money out of with things like microtransactions / pre-orders / p2w / live service. Appealing to normies is how they make billions.
BotAccount2849@reddit
Normies will eventually follow intelligent people so long as the games have a consistent fanbase and they grow in scope. Baldur's Gate 3 and Elden Ring only became as popular as they did because the creators appealed to their fanbases while upping the presentation.
Fun1k@reddit
Yeah, I'm talking about based devs who want to stay faithful to vision and not sacrifice it for minmaxing money.
AnotherScoutTrooper@reddit
Now you see the problem
I saw your other reply, problem is that the only remaining “based devs” who want to stay faithful to “their” vision are people who make indie games that just clone each other in endless circles of roguelike this and deckbuilder and pray that enough people are buy their slop out of pity
Fun1k@reddit
Dunno, pick better games if that's all you see. Naturally there are fewer exceptional indie games that don't bend over to normies, but they will build up a devoted community. Take My Summer Car, for example. Rojola made it the way he wanted, no compromises.
Fauztinn@reddit
Half life is still the granddaddy of intuitive level design.
throwawaypartypost@reddit
I always found this a bit odd in Horizon Zero Dawn. Why the hell would someone bother to put white paint on mountain ledges anyway?
mactakeda@reddit
I haven't played HZD so don't know how visually jarring that problem is,
I have climbed rock faces with a pouch of chalk to mark reliable hand and foot holds for less experienced climbers following below, so it isn't entirely out of the question.
TypicalMootis@reddit
You've never been hiking and seen dumbass gang tags on boulders?
throwawaypartypost@reddit
If you refer to trail signs, then yes I saw them. I was referring to something else. I was talking about white paint on climbable edges on a mountain.
UsrnameInATrenchcoat@reddit
Trail signs = Gang tags
KneeDeepInTheDead@reddit
The Red Arrow gang was here
Flywolfpack@reddit
Dis rok belong to yiggy street crewe
TiradeShade@reddit
When I played through Horizon I just chalked up the painted ledges as something the tribes would use to mark hunting trails or vantage points.
The devs seemed to also occasionally added props to the top of these areas indicating usage by other people.
Casual_Deer@reddit
This was my first experience to the yellow paint problem and I didn't mind it at first because my logic around it was that other tribes/individuals were also using these paths and needed to mark the way forward/which way was safe.
Jack-of-Hearts-7@reddit
I got downvoted to oblivion for making fun of the fact Dead Space 2 had to tell you not once, but THREE TIMES that you have to use a CUTTING TOOL to CUT OFF THE LIMBS OF THE CREATURES because that's their weakness. They used the exact same excuses too.
"Gamers (me specifically) are stoopid and need hand holding hurr durr"
TypicalMootis@reddit
And then DS3 just threw it out the window
Rivet minigun go brrrrrrrrrrrr
Milesware@reddit
Honestly the whole climbing simulator schtick is pretty lame
Comradechudder31@reddit
Silent Hill 2 remake solves this pretty well with subtly visible white towel for the intended location, or else you should work your ass to make every place distinct like in elden ring
OwlPlayIt@reddit
It's a simple solution: go the Zelda way and let players climb anything and everything.
iamrobotpenguin@reddit
The silent hill 2 remake does a great job with guiding players and even has the option to turn off certain tutorials and item notifications. Giving players the option to turn off the obnoxious visual guidance seems like good game design and i hope companies start to adopt it.
EXTSZombiemaster@reddit
It's so funny to me that the pushable carts are half yellow, like they started using the normal coding then realized it wouldn't look good if all interactables like that were yellow so they just threw white rags over everything
Fun_Extension9350@reddit
Still Wakes The Deep does it very well. It's yellow stuff, yeah, but it's all placed sensibly and makes sense in the context of the environment (An oil rig) where you follow yellow tarps, markers, gates, and other things.
Color-Coded navigation can go well, in the context of a game environment. Monster Hunter World had the tracking bugs, which made sense in the game environment. Some post-apocalypse game might not have someone running around leaving paint everywhere, but there could be trash, equipment or even shorthand scrawlings made for other survivors.
Kibermozgai@reddit
Honestly feels like even with less amount of hints in SWTD it still too much. I kinda wish to replay it with higher amount now, just to see where they even gonna put it
Kibermozgai@reddit
To be honest, I rather have yellow paint than all this 1980-era gaming with "where the fuck should I go" problem
Also good devs just makes it toggleable
KingKiler2k@reddit
Put it into the story like Dying Light
snha@reddit
Just make everything climbable. Playtesters only have this issue with handholding cause the devs want players to climb their way. The newer assassins creed games didn’t have this issue cause you could climb literally anything. Those games have other issues but that’s not the point here.
Brave33@reddit
Just make it part of another difficulty level, Mirrors edge had the red things and you could turn it off, its just devs constrained for time or being lazy.
rapteg@reddit
Yellow paint always existed in games in various forms. Like a rock having a distinctly straight edge that tells you that you can climb on it. Or conveniently placed red barrels = explosion. With modern graphic fidelity it's very difficult to tell players if you can interact with a thing or not (and how your character will interact with it) without resorting to UI elements that ruin Immersion (imagine a glowing triangle on top of a cliff that says "climb"), or adding a distinct colour to it (like yellow tape in new RE games)
Galifrey224@reddit
They can use whatever method they want, but if I am stuck more than 30 seconds I am looking up the solution on the internet.
Krazy_Kethan99@reddit
Me with Metro Exodus. As much as I love that game, it doesn’t hold your hand at all except for the marker on the map. Other than that, that game doesn’t help you at all really.
ILL_BE_WATCHING_YOU@reddit
That’s fine, as long as you don’t demand that they cater to your kind.
suica1983@reddit
Lighting, good level flow, reference points
raptorsoldier@reddit
Half Life (not residue processing) and portal series
Bardfinnsrealnemesis@reddit
And the original mirrors edge imo, things were highlighted red but it fit with the theme of the environment, and you could turn that shit off if you wanted to.
pies1123@reddit
I played the Tomb Raider remasters recently and oh my god it's so nice to just be bee to see where you need to go from the knowledge of how high or far Lara can jump. Sometimes you actually fail the platforming section! I swear they've made platforming impossible to fail since the PS3 days.
west3436@reddit
Stray did this wonderfully with lighting and environment design. There was no clear path you had to take, but things like light strings or interesting environmental features would naturally draw you down the desired path.
Friendly_Pop_7390@reddit
This sub is yellow
Artmix_@reddit
Gameplay alone need to be interesting enough for players to discover, if they allow the player character to do things, interact or move in a very interesting way and they'll figure it out. Let them loose and they spend hours figuring it out
Pm_me_clown_pics3@reddit
I think it should be togglable or only on easy mode.
Cresset@reddit
Make them toggleable, they're probably decals anyway.
tcadmn@reddit
HEY LISTEN