>it turns out that game journalists are more moronic than your average gamer.
Why do we listen to these people in the first place?
DMT Has Friends For Me Shirt $21.68 |
>it turns out that game journalists are more moronic than your average gamer.
Why do we listen to these people in the first place?
DMT Has Friends For Me Shirt $21.68 |
If yellow paint is neccessary, you already failed at level design
it's necessary for people who can't visualize because they can't remember which part of the level they have already explored so they will keep returning to the same spot over and over
i can visualize an apple at level 1 and even i get lost constantly
Sense of direction, no one constantly visualizes the route their taking and get turned around because repeated assets, rooms
It's a little bit of both. Some people navigate more by orientation, some more by remembering waypoints.
having good visualization skill doesn't stop you returning to the same spot over and over again.
It really isn't that necessary. Good level design has clever tips that will guide the player to look at or investigate a specific spot. Finding the right way was never a problem in older games unless we are talking about old NES games that artificially prolonged the game with bullshit puzzles. Yellow paint is completely a modern invention and it only serves lazy devs.
spatial memory has nothing to do with visualisation
I can't visualize at all but I have about as perfect spatial ability and memory as is possible for a human
I just spent a lot of my childhood wandering around forests in the dark
being an urbanoid is what kills your spatial abilities since you never have to think where you are going or what it is you are seeing, everything is the same, everything is lit up, very obvious signs everywhere you might not be reading consciously but are processing anyway to give you perfect information
>t. never actually visited a city
I do this, its more lack of direction, I can visualize if I want
I see level 5 but kinda ghostly, like a hologram image.
>The wumpa fruit visualizer
Re: image
Apparently the part of the brain that handles conjuring apples is the part that let's you "see" in your dreams despite your eyes being closed. So do people that can't do the apple trick not have visuals to their dreams?
They probably don't dream. Or maybe it's just feelings and thoughts, sensations
>Trick
You mean using your imagination?
im a 5 and im a visual artist/ person who knows how to draw from imagination, shut up.
>draw from imagination
Post your work moron.
Sort of feels the same as those games that let you disable objective markers but didn't include any diegetic indicators.
It's less of a problem with the level design itself, the problem occurs after the level has been populated with assets and playtested, usually by different teams, possibly in different countries.
Hooking up a TV should never have been simplified, HDMI cables should cable squid out into 4 different connectors.
They should have never ditched coaxial.
Videogames are picture-books for adults.
Partially this. The biggest issue comes from interactivity, or well lack there of. Games put ladders in scenes that are just decoration and can't be used and then throw a ladder in another scene that is meant to be used, this sends a conflicting message to the player.
Same goes to games with climbable ledges, if all your ledges can't be climbed how are they suppose to know specific ones can be.
you're shitting on yellow paint when normalgays influenced the design of Half Life 2, remember that even 20 years ago that non-gamers have 0 intuition on adventure and pathfinding
I've been designing lvls for specific games over the years and an ARG, you don't realize how fricking moronic people actually are outside the average Ganker gamer
I know people in Ganker manage to get lost in Vivec, it's pretty sad how little people pay attention when it comes to basic navigation. Makes it such a rare feature in games.
mini autistical question: how does anyone actually play morrowind? I've tried twice now and it always ends when I try alchemy and start a loop of becoming godlike, which breaks much reason to care about progressing when it's just going to be instantly vaporizing unthreatening enemies then walking somewhere else to instantly vaporize more such enemies.
I also get that there's the plot, but it's hard to keep interested in it when it's mostly pretty slow and mundane in the beginning + revolves entirely around reading non-voice-acted small-print text answers to 10000000 random lore questions I ask an npc instead of having proper conversations.
To pre-empt "he doesn't like reading!!!!" posts, I not only love reading in general but sure never seem to have had a problem with BG1/2, Fallout 1/2, ATOM rpg, Disco Elysium, etc. for comparison to other RPGs with tons of just reading text.
It's just a game that clicks with some and others it doesn't, kind of like Dragon's Dogma where some either hate it or love it. I like it and I'm a zoomer who didn't play it on release. I guess if you like slow sandbox games and can hold yourself back from the alchemy metagaming then it's the kind of game for you.
The trick is to get yourself in the same state of mind as the creators. You need to either smoke copious amounts of Marijuana, be on hallucinogens, or simply be autistic.
wise, downing 100mg THC next time
>rare feature in games
you're not even required to navigate on your own in nu-Zelda dungeons, they're mobile-tier easy now
>you don't realize how fricking moronic people actually are outside the average Ganker gamer
No. I recognize it.
I just do not respect games developed for those kinds of people instead of being developed for people who can actually navigate in a videogame.
and you have heaping tons of games that don't hold your hand. play those instead
I do. But I will still shit on the moron games for morons. Deal with it.
They're gonna continue to earn money, ignore us, and life goes on as usual.
I was trying to imply to save your energy but go right ahead I guess lol.
why not make it more mazelike and confusing? why have any different textures at all? having a boulder here or there as a landmark to remember is 'yellow paint', everything should just be plain grey walls
(You)
>That playtester leaving his house
This is unironically why we need walkable urbanism. Journos like that are too used to just sitting in their car and letting Google Maps do all the work for them. Notice how this isn't a problem with European journos because they actually walk/bike everywhere on their own.
Kys yourself commie
I hate that insufferable commie "le europe" gays completely co-opted the walkable city discussion, we need that shit badly but you can't hear about it at all without a boatload of Euro dicksucking, elitism, and "make sure to vote for the good guys with the D by their name lol"
>Notice how this isn't a problem with European journos because they actually walk/bike everywhere on their own.
The weak are culled early. And regularly.
I drive that highway section every day here in houston. Frick italy, I have work to do and our buildings are the entire size of your italian shithole.
This
I probably move through out my office building more daily that those frickers in Pasta Land do in a week.
Just so that you don't get triggered, my next upload will be a roundabout.
Nice house anon
>Greg Coomer
This person later said on reddit that the reason why he was running in circles was because he thought valve wouldn't make a map where you have to be spatially aware.
So it was a case of the playtester having extremely low expectations for what the developers expect from their players. Then valve matched those expectations and it's heralded as good level design. It's literally bad level design literally because the playtesters expected it to be. Nobody thinks valve is able to make a good game so they are forced to make shit. That's what's going on here.
nice try cheesethrower, youre just terminally moronic
>I never expected that a super-linear game like Half-Life would have multiple paths
It's right fricking there.
its honestly scary that there are people who apparently have to consciously enable their brains for them to function
you'd think every normal person would realize that they keep seeing the same walls and maybe try a different direction
Normally you never die when you're sleeping, therefore being conscious is optional
>because he thought valve wouldn't make a map where you have to be spatially aware.
Yeah, of course that's what he said. He's a moron.
Fixing that level was one of the biggest mistakes in game design history
No, I absolutely know just how moronic the average gamer is, I've played MMOs for decades. But intractability is a major source of confusion and helps exacerbate the issue.
A lot of the time you hand off a completed base level to the artists to make pretty and a lack of oversight causes them adding things in that while look nice have 0 gameplay interaction and then an there's an object just like it later that needs to be interacted with in order to progress.
Heh Coomer
heh heh
>on-gamers have 0 intuition on adventure and pathfinding
>old gamers adquire them by playing games with those elementes
>companies remove them so new gamers cant adquire them
>neo gamers will never adquire such skills and companies are limited
its like shot you in the foot vice cycle
>Ganker gamer
You had me on the first half, not gonna lie.
>you don't realize how fricking moronic people actually are
I do actually, I've watched my cousin and my gf attempt to play OoT which is supposedly a "baby game" but these grown ass adults still couldn't figure out where to go without constant hints.
daily reminder the dude they're talking about was a redditor and he was 40 minutes late for testing because he got lost in the parking lot
also
>Coomer
I really have to wonder about these people if even my grandmother, who's played only a handful of games in her life, can finish the old DOOMs and Thief games by herself.
Jedi Outcast was one of my favorites games of its era but this was a major problem, places that were interactive looked a lot like the ones that weren't
Isn't the solution simple?
>make all non-climbable ladders obviously not worth climbing (set up against a wall, stored sideways, debris at the feet etc.)
>make all climbable ladders unobstructed and set up to a clear raised aperture
art design, moron
>implying art design isn't part of level design
Dummy
Nah, people fail at getting used to handholding and forgetting how to turn their brain back on if a game requires it
>If yellow paint is neccessary, you already failed at level design
Funny how this applies to real life too.
fpbp
You only need yellow paint when the designers completely fricked the signal to nose ratio by filling the world with non-interactable visual clutter
that's only part of it, you have to remember that 50% of the population have double digit IQ and 80% can't even reach 120 IQ which I'd say is the minimum to be considered a sentient human
I feel like instead of ugly ass yellow paint, there should be a brief subtle highlight when you stop moving to let you know that hey, this is climbable. There's better ways to achieve an astetically pleasing guide for people whonget lost easily or don'tknow how to progress. Yellow paint is hacky and lazy, also I don't like how they make climbing a slow "interactive" activity, you should only have to press up or down once to climb something and it should be fast and automatic. The shitty ass slow crawling, ledge jumping. and squeezing into crawlspace stuff is lame too. (Blame resident evil 6 and AssAss Sneed for that shit being in every game now) It's really unessecary padding for an otherwise fantastic game. I don't understand why devs have to make traversal so fricking unfun, I let out a deep sigh every single time I have to climb or crawl into something, its just added shit that nobody really wants to do because the execution of said thing is flawed.
yep
easy sign to skip your game
True. But I feel it's probably a big problem with the assets, and the lack of distinct landmarks.
Free yourself of the anxiety of becoming lost entirely. "lost" is merely a state of mind.
I agree unironically. STALKER: SoC did it the best. Go... le NORTH and it's one of the top two games ever made.
Chess: Kill... Le king
fpbp
relatedly, consider this: do you need yellow paint or lighting highlighting or *any* of that shit in say, the original Thief or Deus Ex?
When a game gives you the tools to navigate more freely, and its design respects the player by being means-agnostic (e.g. it cares more that you accomplished a goal, not as much the path that got you there), you don't *need* any gimmicky bullshit to draw attention to your scripted one spot or specific railroady only approved way up.
Instead, you'll actually THINK about where to go, LOOK for yourself for ways that might achieve your goal (even if there's only one actual way to do it), and start to learn a more mutual and unconscious language between the dev and player about how you can usually get shit done. All of this accomplishing immersion, which isn't just for comfiness or coolness but actively means you're thinking in terms of the story or as if you're in the world instead of thinking "ah geez what did this video game's developer probably want me to really specifically do?"
Fpbp, Nothing else needed to be said and is cope otherwise.
Is that still a surprise to you?
After the first 15 seconds, there is very little excuse besides they were pretending to be moronic. This is what I think of forever when I hear ``game journalist''
he doubled down and claimed that it was a 'social expiriment' after a few hours of saying "'being a passionate vidya mouthpiece for 15 years has nothing to do with being decent at vidya"
Was just about to post this. I have a book written by this guy floating around somewhere.
who is this?
Dean Takahashi
He was just pretending to be moronic, right?
Right?
Reminds me of my first platforming experience in half-life(the couch jump). I was 5 tho and it was the first FPS I ever played.
At the least, crouch jumping is a purely unintuitive "only in a video game" mechanic. Cuphead's tutorial is much, much more obvious.
>crouch jumping is a purely unintuitive "only in a video game" mechanic
Are you fricking moronic? Do you not pull your legs up when you're jumping onto or over things?
literally has a tutorial that explains your move set
what was the name of this jurno homosexual and does he still review games?
dean takahashi
>it's in his wiki article
>Some observers regarded the criticism against him and other "bad" players as a form of elitism.
i didnt know me and the other anons are part of an elite...
>Takahashi was born on October 28, 1964, to Japanese American parents Thomas and Hiroko. He had an older brother, Tracy, who was killed by mistake in a shoot-out in 1993.
>White male, asian female pairing
>Live in america, get shoot
Life imitates art.
>american reading comprehension
Japanese American parents does not mean White Male dumb moron lmao
i remember this guy gave mass effect 1 a bad review citing bullshit difficulty and spongy enemies
turns out he was playing on easy, hadn't realized the game was an rpg and thus never levelled up or changed gear
Post the DOOM clip. You know the one.
This one?
Did this person ever play a game before? This is the same signs I've seen from older people trying to play a game that have never touched them before, primarily not being able to use the camera in sync with their movements. That's always a big one because their brains haven't adapted yet.
it's a professional games journalist, of course they've never played a game before, in fact they hate videogames and wish they were all hollywood movies they could watch instead of play
you don't hate games journalists enough
To be honest, I've been playing vidya for all my life and I can't, for the love of god, move the camera at the same time I move my character with a controller, I've been playing on mouse and keyboard for so long, and since I literally only play nintendo 3rd person games on console, I just never developed the ability to use a controller.
They claimed they were playing with the trackpad on their travel laptop and weren't actually that bad at games
....at least he finally figured it out
A pigeon can figure it out faster.
Literally dsp
An all time classic
I know this is a classic webm, but it still baffles me. Anyone that doesnt immediately think "I dont have the height, and the box isnt close enough, oh I need to box jump then dash" is a certified moron. Genuinely braindead. Would love to watch this guy take an IQ test.
>turns out
I wasted more time with cloud stuck at climbing shit randomly the inputs are made like shit
>we
Speak for yourself. I haven't visited a gaming website in a decade. I don't give a shit
zoomers are a failed generation
>game journos think exploring the game world the bare minimum amount is "wasting 5 minutes"
Some people just can't be helped you know
>moron thinks having a massive empty room with one random pixel allowing you to proceed is "exploration"
Maybe some people can't be helped. You could be with a point-blank shotgun blast to the face.
Play a different game?
>10 years at university studying media sciences
>starts a sentence with and
And what's wrong with that?
There's absolutely nothing wrong with starting a sentence with and. The only reason they tell you not to in grade school is because children would almost always do it in a sloppy manner.
Rules in writing exists to maintain clarity and avoid confusion, if you're not causing confusion then there's no harm in writing a sentence that begins with and
nobody writes in a formal academic way outside of situations where it's warranted
Ever talk to someone who ended every sentence with "and"? Hope you're not busy whenever you do.
>ackhually you can't write like that because... you just can't, okay? my school said so
underage b&
i understand, my brother
And you're a homosexual
If we cant trust journalists who can we trust?
It's not like Ganker is any better.
Gamergate proved journos can't be trusted about jackshit. Form your own takes and opinions, read non-journo reviews like on Steam or something or base it on trusted friends, moron.
>reviews like on Steam
ah, yes, ascii shreks and "this game sucks" negative reviews from gays with 1000+ faked hours in the game
yes. that's why you read reviews and not look at the rating resulting from a bunch of glorified upvotes/downvotes
>"read reviews"
>gets mad about numbers and shitposts
>takes and opinions
moron
Guys in their early 30s that make 40 minute essays on youtube
Just filter out the obvious garbage
>Western Developers
>LGBBQ themes
>Denuvo
>games that cost 70$+ or have day 1 DLC
and then pirate the 3 games that are left to form your own opinions.
Ganker is better than game journalism because a Gankertard MIGHT be a shill or a moron but a game journalist IS a shill and a moron
Just watch gameplay videos and form your own opinions. Just specify "no commentary" so you avoid frickers talking over the whole thing.
I only trust my small group of friends, and even then I have already made up my mind before playing most games.
There is no objective source to tell you if a game is good or not. You gotta cultivate different outlets and reviewers.
Specific youtubers will have specific tastes, so if a game is within that youtubers usual scheme of games, it's a great way to find out if it's decent.
Same thing for different social media platforms. Ganker can be great for certain types of more experimental niche indie games that would otherwise fly under your radar, but will have trash opinions on anything popular as it will just be flame wars and baiting.
Steam reviews are good for finding glaring flaws in a game, but niche games will often be highly positive even if that niche might not be fun to you and popular games will always have their fair share of negative reviews from people getting filtered to people complaining about bugs/compability.
Ganker is unironically good at games, every ocasion that has put the skills of people here at test over the years has proven that
anti-climatic, i know
>I spent 5 minutes trying to figure out where i was supposed to go
Is that... bad?
Isn't that fairly reasonable for a game with an exploration element?
you don't get it
people don't play games for the enjoyment anymore
they just play it so they can tell other people that they played it
things that waste time like finding your way or using your brain just distract from their experience
thats why this fricknugget thought he needed to post his incompetence to twitter immediately
Right, at least he didn't miss any loot, Capcom still has a prerendered background mindset where everything blended or needed to sparkle
>I got lost walking in a straight line
yellow paint is better than hit marker
replaces good shootfeel in western vidya forever
why did we allow this to happen
jap games do fine without them
Hit marker is great for multiplayer games.
Blood should be enough of a hitmarker, moron.
But what if the game is family friendly?
Maybe those families should get friendly with eachother, instead
You have to have it because blood splats off models means they can't market the game to kids since it would be M rated and thus we get shitty hitmarkers instead.
>but COD had blood and was never for kids
Yes but doesn't mean that it didn't start there and was copied and used for that reason by games like fartshite. At least Halo circumvented this by shield glows but even the newest 343 slop has hitmarkers so whatever.
Why the FRICK are devs enforcing fricking hitmarkers in singleplayer and coop games these days, especially fricking horde shooters? They're completely unnecessary and just fill the screen with extra visual noice that ruins immersion and distracts from the actual damage feedback (if any).
At least make it a god damn option you can turn off for fricks sake, why are they forcing everyone to have them and why does no one seem to give a shit. I had to mod Darktide to remove hitmarkers just to make it fricking playable and Hell Divers looks like it has the same bullshit. I swear to god if you can't turn the hitmarkers off in Space Marine 2 or Killing Floor 3 I'm going to fricking scream.
Hitmarkers are funny because if you think about them, you'll realize they ONLY exist for lazy or scared developers.
>Ah shit it's gonna be so much work making enemies react well to getting shot, time to add hitmarkers
>Ah shit it's gonna be so much work that the players might not notice if we add tracers or specific ordered mag loading
>Ah shit players might get frustrated if they think they killed someone/something but it was still alive on the ground, better add a special killmarker hitmarker too
Meanwhile with behavior trees it is NOT that hard to just be a monkey with selector nodes and some priority logic + making "weights" for decisions to just... have AI able to do all sorts of reactive shit instead of just the most mindless total head on assault on you, yet you see devs avoiding it in favor of the most fricking boring safe unchallenging unreactive AI imaginable.
I like how Hell Let Loose handles hit markers. It doesn't have them BUT you do get an audible *ting* sound when you get a headshot that sounds like a bullet hitting a helmet.
>KF3
u wot m8?
They announced it months ago.
heh heh hit marker go pop 😀
The saddest part is that all the yellow paint ledges also make the climbable wall portions blue for the entire path. So they already stood out in a natural way. Playtesters must be functionally moronic.
I really hated all the paint and shit on the flat chocobo walls, I can only imagine the amount of morons that got "stuck" on them in testing.
>Why do we listen to these people
we do?
>Doomgameplay.webm
The Meaning of Art, by Joseph Anderson
>The value of art depends on the values of the art critic.
>Most art is born as imitation, not innovation.
>The critic, not the artist, is the one who defines innovation, and rates it.
>The artist is merely a vehicle for the aesthetic/ideology of the critic.
>The critic is the real artist
Face it, he was right.
Joseph Anderson wouldn't understand art if it was sucking his dick
>>The value of art depends on the values of the art critic.
Explains why his writing is horrid
Not even other journos believe that
journoscum are mad and jealous to see a random dude be more successful and beloved by doing what they were supposed to be doing, but actually putting effort into it.
>genepark
post invalidated
I hate "critics" talking about art as if they're a part of the process instead of being by-products..
I'm the real game dev because I don't even play video games, I just tell others that they're garbage
>>The critic, not the artist, is the one who defines innovation, and rates it.
>>The artist is merely a vehicle for the aesthetic/ideology of the critic.
>>The critic is the real artist
Entirely and utterly arbitrary. Let's just get down to brass techs, art is the expression of human creativity, shitting in a can is art, but degenerate art, video games are art, some are good art, some are bad art, that's it, there we go.
**brass tacks
**breast tax
I struggle to call games art.
Interactive art doesn't fit either.
I feel like games are an art, and they contain art, but aren't art.
I still play vidya tho
Videogames are a museum
Have you considered that all art is interactive to the artist?
What art means to the artist is largely unimportant to the viewer, at least in the context of games and products.
That's because you are not intelligent or educated enough to hold your own opinions and need talking heads to explain things to you instead.
>talking heads
pretty sure theyd say things are the same as they ever was
Critics are literal parasites, without actual creatives or people who take action they have nothing to critique
>Critics are literal parasites, without actual creatives or people who take action they have nothing to critique
That's not the reason. The reason is that they are failed artists and cope and seethe. No one wants to be a critic when he grows up
Does he really think this? What an insufferable dickhead. No wonder everything he makes is garbage.
This is actually true if you understand that everyone's a critic
Excuse me, I'm a hypocritic
Hypo or hyper you're still a critic
>t-the critic is the real artist
Absolute cope from talentless lazybums who want to feel important by consuming.
Joseph Anderson once proclaimed that there are no games with bad controls. That all games "respond when you push a button" and therefore "tight controls" and "loose controls" do not exist.
>all these newbies replying to ancient scaruffi shit
Why would Gankertards know about Ganker memes?
What did he mean by this?
>A graduate of West Point, Joseph Anderson was awarded two silver stars, five bronze stars, three Army Commendation medals, and 11 air medals during his military service in Vietnam. He went on to a successful career as an executive at General Motors before launching what became one of the largest holding companies in the automotive industry, TAG Holdings, which he continues to run as CEO.
>My farts aren't stinky
>Your nose is, in fact, filled with stinky smells
>Your nose is stinky farts
>*BRAAAAAPPPPP*
Suddenly remember that Anderson shitposted about Cuphead, in a way on-topic for this thread.
?si=uzEJD2TvuaVNiHFU
why would I listen to what a dragon thinks about art? He probably can't even hold a paintbrush
Is that why he thinks horror games aren't scary? Not just that they don't scare him personally? Since they don't scare him, and he is the true artist defining innovation and intent, they must not be scary universally?
>yellow paint
What?
how was your coma
>yellow paint bad
And yet you can't climb it, an utter failure in the execution of yellow paint guided design fundamental principles...
How the frick was I supposed to know that I needed to go to the erdtree if it wasn't painted yellow?
The main quest is literally getting to the base of the erdtree, the one eyed b***h tells you that within 10 minutes of starting the game. I know its bait but I am autistic and have to answer seriously to such an egregious comment.
i ragequit Sekiro 3 times,because i kept getting lost
I'm sorry, dude. You've tested positive for moronation.
Yeah, that's why buddy
>it turns out
Where have you been for the past 20 years?
I got stuck there too. Had to stop playing and look up where to go. The game even takes your camera and points it up there, but when you go up there the actual ledges blend into the wall so that I ran around up there and still couldn't find it.
There's nothing wrong with a giant UI element telling where you're supposed to go. FF7 Remake itself has blue arrows on the ground, I don't remember anyone complaining about these.
It's when they try to guide the player with diegetic elements, but all they can come up with is yellow paint (?) on random rocks in the middle of nowhere (???), that it becomes ridiculous. Do it well, or don't do it at all.
Rebirth has those same blue arrows combined with the yellow paint. Every ledge that has one also has the other.
It's just harder to see the blue arrows in the bigger, brighter areas of Rebirth compared to the corridors of Midgar's dungeons.
They should've made the UI elements more visible then, or designed their levels differently. Yellow paint (or any other diegetic element that doesn't belong) is always inexcusably bad.
Of course it doesn't matter in the grand scheme of things, it's such a minor flaw. It doesn't mean that's a "necessary evil" like some people have been saying, there are better ways to guide the player through your levels.
That's a different issue entirely. It depends on the genre as well: if I'm playing Devil May Cry, the last thing I want is an open-world for me to explore.
All I'm saying is that I'd rather have a giant, pulsating, red UI arrow telling me where I'm supposed to go... than a giant, pulsating, red IN-GAME arrow someone somehow installed inside a cave in a mountain.
Diegetic elements are fine if they are done well; and if they're done well, the users doesn't even notice he's getting dragged through the level. A bright yellow ladder in a town environment? That's fine. That same ladder in a jungle? Not fine. Every single destructible box in the game has yellow pain smeared all over for some reason? Uh, what.
>All I'm saying is that I'd rather have a giant, pulsating, red UI arrow telling me where I'm supposed to go... than a giant, pulsating, red IN-GAME arrow someone somehow installed inside a cave in a mountain.
The latter is almost always invisible. It's lighting on one doorway that's different to all the rest to attract your eye, even when it's overt like a Dark Souls fog gate, it doesn't feel like anything more than a hint of where to go next. Only modern slop made by morons has started painting shit yellow instead of making the design visually interesting.
The ubiquitous compass is the inverse. It's always there, always telling you where to go. You become a robot, fixated on the cardinal direction to the next waypoint, there is no point where you stop and think "hmm, where should I go next". You know where you're going next, it's where the fricking arrow is pointing you.
>A bright yellow ladder in a town environment? That's fine. That same ladder in a jungle? Not fine
In RE4's case it would've been better if boxes and barrels were to been painted with say, the Los Iluminados crest or something to indicate they were supplies slated for the cult, giving it a in-game explanation (I think there even was some environmental storytelling with that, bunch of paint buckets and bunch of barrels or something) . But no idea how you'd justify some homosexual running around with a yellow paint bucket smearing yellow on every ladder and hillside you were supposed to climb. Were the ganados so moronic you had to paint it to make them see and use to use a ladder?
The most insulting part is actually the oblivion compass on top on the screen. Literally every open world game has to have this stupid as frick compass that you cannot turn off. It is made for people with mental illness, memory issues and map awareness.
It is insulting.
I fricking hate the compass.
>that you cannot turn off
You absolutely can. It's in the options menu.
Not even, press L2 and it switches to mini-map, press L2 again and the mini-map goes away.
>There's nothing wrong with a giant UI element telling where you're supposed to go.
There absolutely is. It's the death of gaming. All compass shit is.
The only fun times I had in ER were when the compass winds up leading me to an obstacle, and I had to work out how to get around it on my own. Otherwise it was literally just "point at waypoint, hold forward until you get there". It's not interesting. If you can't design levels to be proper funnels, you have no business making games.
>All compass shit is.
Open world games would be unplayable without them.
>ER
Yeah. le innovative game with le non-hand holding design with a map that shows all the point of interests to you.
Literally the only glowing waypoints in elden ring are the ones you place yourself.
Okay, but you still see points of interests on your map and you can put markers which will be shown on your screen. It's not anything new. People also claimed how "le revolutionary" wind was in Ghost of Tsushima but it's basically just another marker thing. Just with better coat of paint. Compasses and markers are essential in open world games despite whatever youtube essayists says.
Doing something well and doing something revolutionary aren't the same things. It's pretty easy to make the argument that ER did it better than the competition, when the competition is a bunch of hand holding garbage were literally nothing is left up to the player. At least in ER the player actually has to look at the map and determine which features would be POIs and which aren't. Sure the information is still there, it's just the way it's delivered that's different, and arguably done better in ER than in similar open world games.
The map markers you circled only show up in Elden Ring after you've been to the location. They don't guide you there.
>The map markers you circled only show up in Elden Ring after you've been to the location
I know that, except map itself shows ruins and towers and swamps and such. When you go there you know something will be in there.
>except map itself shows ruins and towers and swamps and such
the image you posted circled the churches, big ruins etc, those are not marked in the map until after you go there, it does show some towers and smalls ruins some times
>Open world games would be unplayable without them.
Open world games are unplayable in general.
I'm not saying ER was good. I'm saying the only time I had fun is when the compass was useless, the rest of the time it was "run to the next point of interest" garbage. DaS1 had a great "open world", lots of interconnected areas that connect to form a cohesive whole in your mind with many visually distinct areas. You barely even need the teleport system.
You sound like a massive fricking autist. ER's exploration was fine. The world is fricking massive. There's over 100 hours worth of game for a first playthrough. Having a map that shows some points of interest does not ruin the game because you're a mega autist.
>There's over 100 hours worth of game for a first playthrough.
Oh boy, a copy paste underground dungeon that looks like every other one with some piece of garbage spell at the end!
It's a 40 hour game.
>Open world games would be unplayable without them.
Yeah, because the devs refuse to put in alternative mechanics. If they do, surprise suprise, the game is playable.
>Otherwise it was literally just "point at waypoint, hold forward until you get there"
We need to make normalgays aware that thir open worlds are literally just glorified loading screens. Except instead of doing some shit while waiting you have to hold forward and "take in the scenery" which is just gaslighting yourself into believeing you didn't waste 70 bucks+tip on this piece of shit.
a lot of old games utilised a big fricking arrow at the top of the screen
crazy taxi had one
would crazy taxi be better if they didn't show you where to go?
wasn't the
>big fricking arrow at the top of the screen
literally copyrighted by the crazy taxi developers
yes
whoa you're right..
I must have been misremembering things, other games did show you where to go though, I guess just using different means.
Simpsons hit and run had arrows on the ground so I guess they just placed them elsewhere in other games.
I didn't know that about crazy taxi though.
what a disingenuous argument holy shit dude.
How is it disingenuous? If it's just that I was wrong then it was unintentional.
Crazy taxi is an arcade game where you have a couple of minutes to get anywhere. Were you also upset that the light gun games didn't let you walk around the map for 2 hours, and instead forced you to move forward into enemies?
>Compass instead of minimap in every game since oblivion
WHEN WILL IT FRICKING END I HATE COMPASSES STOP FRICKING PUTTING GAY ASS COMPASSES ON MY SCREEN. USE A FRICKING MINIMAP IT WONT KILL YOU.
They don't want to use a minimap because most devs are fricking morons and would have it be a skyview, which would mean rendering the environment AGAIN. They don't want to learn how Nintendo did it for BotW, compass in their eyes is more than enough. I say let the compass be something actually in game and don't have it point to anything specific, just north. Let people actually learn how to fricking Navigate.
The blue arrows are small and often times in the past, games will just have spaces like that be invisible walls you can't access.
In the original game you can press select on your controller and the game will show you all the entrances and exits in that space. It's nothing new in gaming, but I have a feeling it's a cost saving measure so they don't have to play testers to play their game.
>make an intuitive map with good design that people can follow or explore without feeling like they are wasting their time
>naw make it linear af and just yellow paint everything because we are selling a cinematic experience
Me speculating, but that's my impression of gaming level design the past 7 years.
it's because game assets are outsourced to asset farms. pajeet kutrappali is told to make a bunch of random generic npcs, rocks and trees. he doesnt know for what they are or what console they'll be on.
so games are made of same-y assetd with no direction and that's where yellow paint comes in, because the art style is patched together shit and lacks visual design
This isn't so bad and reminds you your playing a video game, yellow paint was a crutch they used in RE's dark drab environments, now its a Capcom staple
Those aren't great either but they are leagues better than yellow paint nonsense. Firstly, they only appear when you get near the interaction point, when looking at a distance you can't see them. Secondly, they are very clearly a videogame UI element, something that nobody in the actual game universe can see, but we the players can. In other words, non-diagetic. Yellow paint, on the other hand, IS diagetic, it is genuinely in universe that someone went to an area and painted shit yellow. This creates all sorts of moronic narrative breaks, like "how the frick did some yellow painter get his ass to this remote area of the world just to paint these rocks?" or "why did they only choose to paint things that conveniently lead me the protagonist through the world in the direction of the main story?". With the yellow paint, we must now assume that there is a being in this world who knows every single thing that is going to happen in the story, and decided to run around tagging shit to help guide the hero. Because that's exactly what happened, the all-powerful being is the game developers who do in fact know the entire plot before it happens, and it completely ruins the narrative to see them directly intervening in this fashion. The Stanely Parable used this as a fricking joke, but now devs use it for real because they are too shit at level design to figure out ways to guide players diagetically.
Absolutely. Brainlets are perfectly capable of playing Souls games, and there's not even a map in that game. No yellow paint either.
Why can't zoomers into exploration? The whole fun is getting lost and figuring out what to do.
Things like this doesn't respect my time. If I want to play video games for around 1 hour every evening I want to get shit done and not playing around.
>wants to play videogames
>doesn't want to play around
by "getting shit done" you mean progress the story. read a book, moron. you don't even like videogames
you know how in old cel animated cartoons, you could always tell what was part of the background and what was an actual animated object that was going to be active? games need that kind of visual language again if they're gonna go nuts with overly detailed background assets
I would love to play an exploration game that deliberately visualizes its interactables like that.
Resident Evil 4 did this. Kind of?
No idea if it was intentional but the lighting for interactables and breakables was vastly different
I always hated that cheap shit.
got any examples of classic 80s animation? I remember seeing a few things on VHS that were incredible looking, despite the limitations of the hardware (tape and old TVs)
I'm a journo and I've been playing vidya for a good 20 years. Old castlevanias, Monster Hunter, DmC, Souls, Sekiro, Furi, Vermintide and a buch of other shit comes to mind. I got offered a job as a vidya journo in one of the biggest vidya journo sites and the pay was lousy as shit and the workplace full of libshit xey xems. Any sensible journo or gaymer would stay far away from vidya journalism
The state of these fricking morons.
>Nooo, good-looking levels are bad! I want every grabbable object to be massively pronounced and unrealistic.
Man these games were fun even with the meh combat slapped on top. Just 3 very fun 3D platformers with rewind for casuals.
the rewind is in the lore and technically, youre redoing it anyway if you die, so its just a .... time saver essentially, no pun intended.
For some reason Prince of Persia and Far Cry 3 towers would trigger my acrophobia, I was fine with any other game.
Something that bugged me about horizon zero dawn was that the animations fricking broke if you climbed a mountain or hill off the beaten path
Ginger has all this effort put into her climbing animations but she can't hop down a few boulders without spazzing and snapping in and out of animations that only work on flat planes or strict intended paths
Fricking hell, is this real? If so it's RE4 on steroids.
Sonic Unleashed was ahead of its time. Back in 2008, during the werehog levels, all the interactable edges were lit up with this meander pattern.
It might seem obvious to you now. "well duh, the werehog was bad". But years ago, people actually defended the platforming in the game. Saying that it's one of the good parts of the werehog segments. And I had to explain to them how dogshit the automated platforming actually is. They just didn't understand. I'm kind of glad that people are starting to turn sour on the practice, thanks to the whole yellow paint meme. I wish people were vocal about it sooner though.
Abstract floating platforms are different. They would look weird without a pattern.
No.
Yeah man, featureless floating tables would look great, just like in Frontiers!
moron.
>Shadows on the wall give you an indication of when to walljump to reach the pole
Ludokino, frickin love that game
Companies should just add a journalist mode that makes the game go on an actual autopilot until completion to the press release versions.
>Exploring the game is boring to me!
You don't like videogames, tourist
these fricks never consider that it's okay to be lost
it's a problem if you're getting lost in a visually busy glorified linear corridor padding section of a map with nothing else going on, which is like 70% of the "exploration" in modern AAA games
just make it optional, if turned off replace the texture with a transparent image
wow that was hard and took 2 nanoseconds to code
I completed the nu-Tomb Raider trilogy with the white paint off.
The guy this part got stuck on is literally a hallway with no puzzle elements. It’s literally hold forward on the stick. And then there is in fact yellow paint once you have to start climbing the cliff
>And without it I wasted 5 minutes running around in circles
Why are so many so called gamers afraid of things like this nowadays?
>haven't played this game in probably 10 years
>instantly know which floor it is after 3 seconds of glancing
To be fair, Etrian (and by extension SJ and PQ) are made with dual screens in mind so you can constantly look at and modify the map without switching screens.
Switch 2 desperately needs to be able to connect to a TV to use the Switch itself as a second screen.
EO is much worse since theres gonna be random encounters every 5 steps to waste your time
Would something like Eye of the Beholder be more to your tastes? It didn't do random encounters.
yeah i absolutely love these games, i wish blobbers were still being made
grimrock 2 was the last proper one and that was almost 10 years ago
best you get now is some anime garbage with turn-based combat exclusively on handhelds
anon your lower encounter rate items?
that's not really how EO works though?
>that layout for the cardinal directions
why
Cause the homie dipshit bought a shitty laptop without a number pad despite knowing he was going to play roguelikes with it.
none of you are actually playing this game because the section in the screenshot is genuinely terrible. There's a branching path which one leads down the intended path, but it looks like a dead end on the map as well compared to the other times there are ledges where it actually shows you a path. The ledges are on an extremely poorly lit wall despite the fact that there are bright glowing crystals next to them because most of the lighting in the game is actually fricking awful. I don't blame people for getting lost because the ledges on this one singular wall in this one part of the game are insanely subtle even by old game standards
>no no guys you don't get it the game you say is terrible actually is terrible
everyone is making fun of the fact that the journalist is stupid, nobody is saying the game itself is being terrible since nobody here is playing it
I was talking to a friend about this the other day, he's an actual NPC. When he plays a game, he doesn't know what's around the next corner. When he gets there, he sees some visual reference and goes "ah, I know what's in this room". But it's like when he leaves the room, everything in it evaporates from his mind, and he can only live in the new corridor he's found. Terrifying stuff, I always thought everyone just remembered the general location of everything and could just run through it with their eyes closed.
>it turns out
We've known this for over a decade minimum
Pretty sure game journos loved elden ring
your move!
for some reason, Ganker loves bad level design and movement mechanics
yellow paint makes those bearable, yet Ganker loves the worst of both worlds
The real problem here is that the guy was too impatient to spend a few minutes finding his way through a linear level. This is the reason games have you follow the minimap and/or markers these days.
>see ladder
>ladder is just part of the decoration and can't be interacted with
>see bunch of boxes piled on top of each other
>press X to climb
I fricking hate devs so much
Had a moment like this in the original fear where I should have been able to easily slip past some boxes but I was supposed to turn a valve to raise the water.
Redditbirth players are idiots confirmed
It's over for americans.
Really love that he just avoids mentioning the argument that if you need yellow paint you are a literal sub-human IQ moron. Instead it's, "This feature is dumb" and "Oh yeah? Well *I* need it!"
but the new Final Fantasy has ugly lazy yellow paint
>but the new Final Fantasy has ugly lazy yellow paint
And over night anti-paint shitposting dropped significantly. Sony fanboys are pathetic.
>The whole reason that the paint argument started up again
Consolewars shitter is low IQ, news at 11.
I wish you could turn it on or off
If you need yellow paint to know where to go or understand what to interact with and see where interactable things are, then you're braindead and deserve mockery
its not that yellow paint sucks, its that the visuals are so cluttered and aimless while developers are able to import huge 3d rendered assets for "instant graphical value!!!" that level design is completely nonexistent. The people making the visuals have no connection at all to the level designers who are just there to make do with the bullshit they have.
idk why do you still take mainstream media as an authority after "frick fox news"? cause people are morons thats why.
>Why do we
>we
Speak for yourself. No, I mean seriously speak for yourself. How the frick haven't you realized that gaming journalists are just hacks that only exist to advertise before now?
What's funny is that the original game had a way of dealing with this problem in a way that was completely optional.
To be fair you're just free-ballin' it as a 2 pixel sprite on giant pre-rendered landscapes half the time. Also they knew how shitty it was to navigate because they give you that, "Hope you know how to read these maps, moron." check at the very beginning.
Did you actually watch the video?
The direction to go, blends completely into the background
Yellow paint isn’t the answer but something more intuitive is necessary
>Going out of your way to legitimize a literal moron
Black person has a straight up map on his screen at all times and he still gets lost. I bet if I open up that video he's sweeping the fricking camera in massive 100 degree turns constantly like some kind of spastic. That's always what these fricking morons do.
Go and look, I honestly don’t blame him for that one
>something more intuitive
There's no time for something more intuitive.
The game has to ship by X date in order to meet Y promotion and Z sales projections.
If the playtesters got stuck, we only have time for quick and sloppy yellow paint.
Please understand.
>nepotist subhumans are moronic
Pottery
Better question why do you spend all day on Twitter looking for things to bring back here you fricking Black person
No one on Ganker plays games so they have to look for what other people who actually played the game have to say about it, then say the opposite if that opinion seems to be popular
I wish Black folk spent half the time looking for games to play instead of bored suicide clicking through Twitter for normalgay culture war seethe or fighting over made up fricking women
Half of your post was buzzwords you picked up from the brain rot you developed here.
You're in no position to preach about how people should be conducting themselves you fricking clown.
Social media defense squad says "no u"
Disregarded, cease your Twitter drama or I will shit on you a second time
Perhaps you could go cry on the website the snip is from
>le buzzwords
Jargon you pussy, jargon used HERR
design the areas and lighting in such a way that people can see things that you can interact with
and only place things that look like you can interact with them if you can actually interact with them
so dont place ladders in places where you cant use ladders
slapping yellow paint on everything is such a moronic hack thing to do and no one should be giving money to devs who do that
Yello painta is a consolegays tech,
who else would need such a clutch?
People playing with shitty monitors/tvs
>>it turns out that game journalists are more moronic than your average gamer.
>Why do we listen to these people in the first place?
Actually watching that video, Holy shit that is some subtle ledges. Frick. They do need to stand out a bit. He's right, Yellow paint IS Lazy and ugly and shatters any sense of immersion. It shouldn't be a subtle ledge or yellow paint. Should be some level of artistic pop where you see and are like "oooh." Similar to Uncharted. Uncharted does a great job on it.
The only subhumans who listen to them are other subhumans.
And the people who make the threads
And every single person that bumps these threads
And for every thread it's reposted in
If no one listened Ganker wouldn't have constant social media snips
>"people" are arguing over yellow paint again
Link to video?
>polygon plays doom
Another fav of mine https://www.youtube.com/watch?v=d3pQ0oO_cDE
This isn't merely journo moronation, they legit make the climbing route to the finish (from the second ledge) incredibly hard to see. It's not great.
Running in circles is a gamer classic
You're supposed to figure it out and achieve a sense of success but instead you b***h on Twitter and Ganker
Its weird they start off with these insulting yellow paint ledges in nibelheim and then for whatever reason a few areas later they completely stop doing it. So it gives you the false expectation that every ledge is gonna be signposted but then it actually stops doing that
Might as well have bothered not doing it at all but maybe they thought ppl playing the demo would have a ton of moronic sony moviegame morons so they put it in the demo sections . Either that or they read the shitposting, panicked and took it out of later sections
He is right though, that particular spot was literally "chase the pixel" minigame and it was horribly designed. You have to be moronic to think this is anyone's fault but the designer's.
Daily reminder that gaming journalism is like this because they want to generate outrage and as such also generate engagement. By engaging with their tweets, articles, etc, you are actively giving them what they want. You no longer make a profit by selling magazines where you discuss the latest games before everyone else, you make a profit by generating clicks and the most effective way of generating clicks is to bait people into feeling outraged. This is why you get so many Twitter screencaps on nu-Ganker, people here are so conditioned by their social media addiction to fall for outrage bait that they have to spread it around and circlejerk about it. By engaging with this content, even in screenshot form, you are giving them what they want.
meds now
It's not hard to notice that despite the fact that Twitter is almost as old as Ganker and despite the fact that Twitters popularity peaked in the early to mid 2010s you only started getting people on here spamming Twitter screencaps after 2016. Almost like there was an influx of new users addicted to social media.
Tabloids selling with outrageous titles isn't anything new anon. It's like The Sun brits have, surely you know the type.
Good level design will in fact direct the player by using light, object placement, camera angles (in some cases), centering and sensible colour use. You don't even notice it in most cases. Yellow paint isn't any of those things - it's lazy and suggests that none of the other things were even considered.
It's surprising, but one game that comes to mind as doing this extremely well is Destiny 2. Even in places without objective markets it will usually be very clear about what direction you're supposed to take to progress with nothing that doesn't fit within the game world.
reminds me of Oneyplays RE8 where Chris complains non-stop about the breakables near the beginning of the game having yellow paint on them, and then completely missing the breakables in Dimitrescu's castle which don't have the paint
So why do people just accept being shit at navigating and reading maps instead of trying to improve, like any other skill? It's not even strictly a video game thing, it's a basic life skill.
E-celeb homosexualry aside, that makes sense though. If the game is training you that only things that have yellow paint are interactive, then you're only going to try to interact with yellow shit. Which is yet another reason why this is such a terrible design paradigm.
bad example since the game is training him to turn off his brain and only hit highlighted things also he's doing a lets play/comedy show so he's not giving the game his full attention
also highlights the true problem that modern games being ugly unreadable pieces of shit, how often in katamari damacy does someone roll past an object without realising they could add it to their katamari?
well that's pretty moronic design on the dev's part
dont put the yellow paint there in the first place
>paint ledges yellow
>don't do it in the cave
>morons who were dependent on bright ass yellow suddenly lose the ability to actually look for ledges
On one hand, Square should've gone either all the way or not at all to not confuse players. On the other hand, frick morons who complain about having to look around.
holy shit i don't give a frick
everyone talking about this is 35+ years old
I modded out the yellow in RE4R on my first playthrough and had no issues finding everything. No, Capcom, I don't need you to paint the red barrels with yellow to understand they explode when I shoot them.
What the frick
I remember getting lost between that china town and that one other map in Deus Ex.
Fun times
>Why do we listen to these people in the first place?
Do we? I unironically can't remember the last time I heard anyone saying they're buying a game because it got good reviews. And even when people do refer to reviews they're usually talking about steam user reviews or something.
Have we not already come to the conclusion that Journalist do not play video games? They're just failed writers or something so they opt in to spearheading themselves into the gaming industry.
doesn't the original have an option to turn on the frickin pointing glove to see what you can interact and go through?
checkmate morons
Not gonna lie, I needed yellow paint a couple times in FF7R2 and RE4R. The problem with graphic fidelity approaching realism is that devs are going to keep making rocks brown and gray so the lack of color makes a lot of shit bleed together. Or I just need glasses.
>be me
>Have terrible sense of irl direction
>Play videogames without map or yellow paint as child
>Come up with the genius strategy of "there are enemies here so this is probably the right way to go"
I have already accepted my application to MENSA, I just wanted to let you all know
Never met a member of Mensa who wasn't a complete brainlet so you'll fit right in
r/whoosh
bump
based moron
he's right though
taking the test is fine, but if you pay the subscription for the membership then you are moronic
or did you think being a member was free?
blud is autistic
>blud
You must be a member of Mensa
Why would you admit to being an idiot for the world to see?
some people are actually directionally moronic
others simply don't want to use their brain when playing games
Does anyone have any behind the scenes or making of for these AAA games where yellow paint is present to guide the player? I almost think it's been part of some curriculum or the same designers keep jumping studios.
Because newer games looks absolutely brilliant and have so much minutia my immersion brain loves every second. But sometimes there is just too much and it becomes clutter. Alan Wake 2 had an excessive amount if you cranked up the setting, but instead used light sources to guide you. And remember those design docs from Half-Life 2 where they had playtesters sit and play the same segment for almost a week, making tiny differences in the layout, texturing and lightning to seamlessly guide your eyes toward the path or something you need. Do these studios just make or outsource massive levels, and then consider how they are going to get around in them.
>it turns out (by 2024 zoomer)
>confirmed by classic Ganker since 2003
on the moron race you have 1st spot, godspeed OP
"we"?
>Why do we listen to these people in the first place?
Wait, we do? When'd that happen? I must've missed the memo.
We don't but game devs do.
>I got lost, but it wasn't my fault
No, it was. God, I hate these fricking people like you wouldn't believe. Your brain is telling you "You messed up, learn from your mistake" and instead of listening to it and becoming better, you instead decide that you are perfect and you shouldn't feel bad. Fricking hell, we live in hell, it's the only explanation.
welcome to american education where everyone is taught at a young age that they are special and perfect the way they are
americans are dumb as frick i have personally seen the worst takes for my games out of all nations
americans are dumb as frick and i have personally seen the worst takes from them for my games out of all nations*
>nothing is ever my fault
we live in a society
I stopped listening to MinnMax entirely years ago just because they brought on that Janet b***h. She is the most insufferable person on the internet
>getting lost is a bad thing
the state
he's right, I don't care about having to figure out where I'm supposed to go in a video game, I don't give a frick about your autistic opinions
now, if there was an option to enable or disable them, that's fine too, that's your problem and not mine anymore
>wasted 5 minutes
stop the fricking presses holy shit
What do you mean we? I don’t listen to those morons.
>312 posts
>197 IPs
>0 links to the OP video everyone has supposedly seen
Imagine whining about yellow paint when OG exists
>icons on top of the functional and good looking world design, which you can toggle on and off (and which are off by default)
versus
>nasty yellow paint baked directly and permanently into the environment
Shut up gay.
You know it's only on natural rock faces right. The ones on man made structures and the trees are normal. Probably more of an accessibility/disability/ADA measure that doubles as moronproofing.
>OG exists
By OG you mean "a shit game exists"?
One, this is optional and was only needed because Cloud was easy to lose in some spaces and the prerendered background didn't always have the best in terms of showcasing what was an exit and what wasn't. Most didn't even know this existed, because they played the game on a bigger TV, that actually let them see shit.
Two, this isn't even close to the same, as even with these indicators on what was and wasn't an exit for a screen, it didn't tell you which way to go or point out what was and wasn't a climbable surface. You were still expected to find your way through a maze without the game holding your hand all the time. You would have had a point if these triangles popped up on the various climb points of the game.
i got stuck trying to get to Aeris's house the first time because of that bright ass lighting. when i turned on the arrow indicators (because i read the fricking manual after being frustrated for like 20 minutes as a dumb 10 year old), that's when i saw the exit on the top right.
I don't get why they can't just do a literal UI thing like we've had for the last 20 years. Breaking immersion to be immersive makes no fricking sense.
How did people ever make it to the top of Caelid tower without the yellow paint? Love when games make you feel like you are getting somewhere you were never supposed to be. Being rewarded with a small dungeon for it was awesome.
>Why do we listen to these people in the first place?
We don't. No one has listened to game journalists since like the early 2000's. Maybe gen Alpha does, but they're dumbass kids who don't know any better.
That's because "game" journalists don't play games outside of their job, they couldn't get hired at a reputable company with their dime for a dozen journalism degree. So they are forced to play games that they hate and didn't want to play in the first place
i never saw that ledge section either
i think square should have put better lighting there to highlight the ledges
>vidya journoscum suck at vidya
Has been widely known for years, OP is a gay
>Why do we listen to these people in the first place?
Because most gamers are just as moronic.
Who is we? Not I.
how does he turn off his alarm clock and make coffee without the yellow paint
If you play enough videogames this is going to happen once in a while. Everyone has had that moment where they run around like an idiot for a bit because they missed the obvious door or ladder or whatever, that's just part of the nature of interactive media.
And it's unironically a good thing. That's evidence that you're actually engaged and using your brain, being able to make mistakes means you aren't just blindly following instructions like a robot.
on the flipside it can also mean the level design is atrocious which is why these hacks rely on waypoints and yellow paint everywhere
Game journalists are almost entirely journalists who couldn't get hired anywhere else. They don't really like or care about video games, mostly.
Game devs are mostly programmers/artists who couldn't get hired anywhere else. They generally don't give a shit about video games, it's just a job.
>Why do we listen to these people in the first place?
Because I'm a very weak minded invidiual, I get gaslit by Ganker everyday and I can't form my own opinion to save my life.
There are ledges without the paint that are pretty obvious if you pay attention.
Yellow paint isn't really immersion breaking either.
I wish games would stop treating us like its everyone's first game though.
>Why do we listen to these people in the first place?
I don't know, you tell me, I haven't opened a single yurinalist article in well over a decade except for the average guide for some game.
Let's be real, what do you really expect from these people, all of these subhumans just want to get their big gig at the new york times writing about politics, they fricking hate videogames with all their might, they would literally round up all gamers into a wall and execute them in cold blood if it were for them.
I've always wondered why "wasting time in a video game" is supposed to be a bad thing. Obviously, you don't want to waste time, people want to make progress and not be stuck on something for a long time, but video games are a time waste anyway.
But more than that, isn't "getting lost" supposed to be a part of the process? Finding out how things work and trying to figure things out for myself is what draws me to older games like the original Dragon's Quest or Ys I & II or Final Fantasy 1. They just kick me into the game with a brief story and tell me to figure things out for myself, which means talking to NPCs and piecing together the world I'm in. It's why I'm enjoying Final Fantasy XI as well because the game tells you FRICKING NOTHING and it's the player's responsibility to get involved in any of the plot.
Game idea, cross between viscera cleanup detail and lemmings, your job is to babyproof a videogame environment with obvious shit like tape, yellow paint, blocked off alternate routes etc. after, a horde of playtester NPC's are released on the map and you're scored by how many manage to complete a simple section.
well they are all leftists
>i only go to gaming websites to see previ-ACK
https://www.polygon.com/2015/6/1/8687867/rock-band-4-preview
Well can't blame them either, all they play is ultra realistic game where everything is filled with unnecessary detail