The developers. If players are too fricking moronic to know that ladders are for climbing, they shouldn't be allowed near electronics, let alone video games.
>you have autism if you know that you can climb a ladder
well call me king of the moronic if thats the case
Unlike you NERDS with all the free time in the world to grapple with this artificial difficulty BS I actually have a freaking life okay? The paint is pretty much a requirement for me and my backlog
Here’s the problem, OP. You view the yellow paint as “wowee, you gotta tell players exactly what to do cuz they’re moronic” but it’s actually more along the lines of “as fidelity increases it becomes less and less obvious what is an interactable element and what is set dressing so either we go back to the dark ages of pixel hunt point-and-click adventure games or we do something to indicate interactable objects”
“Yellow paint” is this gen’s “fresnel outline highlighting the interactable object”
I can’t say I agree. The fresnel outlining approach is ironically much less immersion-breaking to me than an in-universe splash of paint.
What developers are using yellow paint to accomplish in these AAA games could easily be done with lighting and clever level design alone.
I don’t hate the fresnel outline, but it IS a little pixel-hunt-y. The problem is it’s hard to tell at any reasonable distance what is interactable. Pic related is INFRA, I love INFRA but it is absolutely a game of “sweep the camera over surfaces looking for things that you can click on”
Yellow paint works in some games, like TLoU where you can believe it's placement in-world. "Oh this is our smugglers tunnel, let's put paint to indicate the path through this unused sewer system, this is leftover paint from the parking garage which we bombed during the start of the outbreak" etc. It doesn't work in say, RE4R, why would the villagers or castle inhabitants paint their ledges or barrels. My problem isn't the paint itself its the fact that its used lazily when devs should be making more believable path indicators
That’s fair but I think the yellow paint “philosophy” is justifiable. The issue is, what WOULD work as a universal, all-game diegetic indicator of “interactability”?
3 months ago
Anonymous
>The issue is, what WOULD work as a universal, all-game diegetic indicator of “interactability”?
simple. don't put anything in the game that isn't intractable.
3 months ago
Anonymous
This. Video game worlds shouldn’t be allowed to have objects that aren’t somehow interactable.
3 months ago
Anonymous
It's on the developers, because of how terribly shallow the systems they create are. Movement is heavily contextual, interactable objects are blatantly obvious, environment is as static and indestructable as ever. These issues have always existed in games, but modern fidelity just puts them into sharper relief. And if you are striving for realism or more likely cinematography as a principle, it's important to avoid ruining immersion. Otherwise you get old Hanna-Barbara cartoons, where painted background and animated objects are completely different.
The solution to the yellow paint question is to make everything interactable in some *consistent* way, and to cut down on the contextual climbing/shimmying/falling sequences. It is not a question of player stupidity, but of rule clarity, no shit people would be confused if ammo crates and set dressing crates look exactly the same. In the same way, devs have no proper way to distinguish progression cliffs that you have to climb, and wall cliffs that are there to stop you. So you get yellow paint.
But all that is more difficult to design, and so we will get deceptively sprawling corridors full of arbitrary objects. >tl:dr
is right, doubly so for ""realistic"" bleeding edge games.
3 months ago
Anonymous
That’s fine, but that isn’t going to produce a realistic game world. Which goes back to the whole OP argument, which is suggesting that it’s
NOT the pursuit of realism at fault, but rather “gamers are moronic”
3 months ago
Anonymous
>isn’t going to produce a realistic game world
Yes gamers are moronic, but putting paint on things is not the solution. Climbing being the main example, make unclimbable walls the same as unclimbable walls irl, smoother surfaces. and make the climbable ones craggy.
3 months ago
Anonymous
The yellow paint really makes no sense the longer you think about it, huh? If these photorealistic games can't just use photorealism to convey important info to the player then what is even the point of making them photrealistic to begin with?
3 months ago
Anonymous
>what WOULD work as a universal, all-game diegetic indicator of “interactability”?
nothing should work as a universal all game solution imo
>The issue is, what WOULD work as a universal, all-game diegetic indicator of “interactability”?
simple. don't put anything in the game that isn't intractable.
not always feasible depending on what style you're going for, but i admit i have a heavy bias towards liking this aproach
i like how in The Suffering you could turn on and off EVERY shower you come across and pick up every phone.
And only like two or three of them actually have something suddenly happen.
If that was scripted or just the only shower/phone it wouldn't be nearly as kino.
>the fresnel outlining approach is ironically much less immersion-breaking to me than an in-universe splash of paint.
hard disagree for me senpai
but both have room for bad implementation
i.e. VISR goggles in halo odst or using scanning goggles in metroid prime are good for fresnel stuff
yellow paint can be bad if it actively ruins the atmosphere of the game and looks so out of place you can't ignore it instead of having a believable in universe explanation or aesthetically consisntent and more subliminal level of guiding the player like the spraypainted lambda signs around hl2 to signal a supply cache being hidden around, but graffiti not looking at all out of place in the urban and industrial squalor
Yellow paint works in some games, like TLoU where you can believe it's placement in-world. "Oh this is our smugglers tunnel, let's put paint to indicate the path through this unused sewer system, this is leftover paint from the parking garage which we bombed during the start of the outbreak" etc. It doesn't work in say, RE4R, why would the villagers or castle inhabitants paint their ledges or barrels. My problem isn't the paint itself its the fact that its used lazily when devs should be making more believable path indicators
>it becomes less and less obvious what is an interactable element and what is set dressing so either we go back to the dark ages of pixel hunt point-and-click adventure games or we do something to indicate interactable objects”
well no, it's pretty fricking easy to make it obvious without putting immersion and aesthetic raping yellow paint everywhere
they were already doing this back on ps3 with uncharted and assassins' creed, people fricking managed to notice the obvious places to climb in the highly contextual climbing sections, having higher detailed cliff handles jutting out wouldn't change that shit as long as the people modelling it weren't braindead
I’d imagine that the problem in FFVIIR is less about finding the next step to climb, it’s more about figuring out when you can climb in the first place. With Uncharted it is always obvious because it’s such a linear game, and with Assassin’s Creed, when you see something even remotely climbable looking, it’s climbable. But if you have a game with larger open areas and climbing mechanic is used rather rarely, with the idea being that you generally can’t climb most of the cliffs you see, then it becomes a problem.
Every time I noticed yellow paint in the RE remakes it was a total hat on top of another hat situation. There would be lighting and props already arranged in a way to highlight whatever interactive thing they wanted me to notice, but then they just went ahead and slapped some literal yellow paint or tape on there for good measure.
A) It's called level design and guiding the player, people loved dark souls for this and
B) If you break one box and find stuff in it, and continue breaking boxes through regular gameplay and still fund stuff in it but to stupid to understand to break boxes you are too moronic to live.
Maybe, just hear me out here, maybe we shouldn’t consider people who are genuinely disabled in some capacity to be representative of the average video game player.
The developers themselves have manufactured this situation. There aren't more normalgays than ever. The majority of people have always been like that.
What has changed is that the AAA video game industry spent the last 25 years shifting from arcades and arcade-inspired console and PC game design into primarily providing an experience that is genuinely akin to movies and television, specifically the kind of movies and television that cater to the lowest common denominator. There aren't more normalgays, just more braindead normalgay video games.
The developers. They created a self-fulfilling prophecy by widening the tent to cater to stupid people in the first place. None of them were forced to sell out; they just don’t give a frick about actually doing anything more substantial than making a quick buck off of stupid people by jangling keys in their face.
It's a video game, not a walking simulator. Having visual indicators highlighting what you interact with make for a better, smoother game. I'm not here to snap pics of the scenery and send it to my grandma, I want to have fun.
The yellow paint legitimately sours my fun. I usually find myself wondering what developers were thinking at practically every step of the way in a game, and the yellow paint just shouts to me “the player is too dumb to be trusted to navigate this portion of the game.” The yellow paint technique is never applied to anything actually confusing, I’ve noticed.
>the point is that.....gamers need to be treated stupid
what does this comic actually want me to feel op, that yellow markings are more organic than not having them?
>make things very realistic looking >but your character cannot realistically move or interact with the entire world >make interactable features look indistinguishable from background objects or make them look out of place because they're colored/outlined obviously
stop going for realistic graphics
Facts that people don’t want to hear. If they took out the yellow paint these morons would spend all game wall-humping every prop crate and ladder, give up on interacting with them, get to a point where they need to ACTUALLY climb a ladder, and then shit up Ganker with >how were you supposed to know?
Threads
this yellow paint shit just looks so fricking bad, i can't imagine how it ever caught on as a trend when devs already had a much less terrible and perfectly working solution to the problem this is supposed to solve. why not just give the interactive objects a soft glow or put an outline around them like devs already were doing for 20+ years? those techniques accomplish the same thing without looking out-of-place and brutally stupid.
Making your game accessible to morons widens the target market, in theory at least. Non handholding games are seeing great success now thankfully. Probably because anyone with a triple digit IQ is starved for a game that doesn't feel like its playing itself.
What is it about so many people who play video games that makes them see the "gamer" as an other and someone worth mockery and disdain? These people seem to be downright joyful that the "gamer" is so critical of his own hobby and seem to delight in the knowledge that he lies in a bed that he made himself.
I'm left to assume that OP hates himself and is projecting this unhappiness onto people that he sees himself to be superior to.
Not OP, but I hate morons because their enjoyment comes at my expense.
The devs are to blame honestly, a good artist can make a thing for everyone, take the 1st matrix movie for example, morons get to enjoy the shootouts and fighting, yet it also touched on a lot of philosophical issues which could be interesting to a smart person.
Now everything is made for the lowest common denominator so to speak, and the end result just always end up sucking.
Speakin' straight to my soul, anon. The Matrix is such a perfect example of how to give everybody in the audience something to chew on. I'll totally go to bat for Reloaded and even Revolutions any day of the week, too.
I also agree that the devs are to blame, even if I give them the benefit of the doubt and believe that they make these choices out of a well-meaning desire for "accessibility" and "inclusivity." In practice, though, you're right. It just drags everything down for everybody else.
You have to remember that the average person isn't very intelligent. Then you add on top of that that half the population is less intelligent than that. What I would personally love is to see this yellow paint shit be an accessibility option rather than simply "the norm." Mirror's Edge disabled its similar helpful red markings when you played on hard mode - there's nothing stopping devs from doing similar things today. Hell, maybe even make it so if the player is wandering aimlessly for too long in a specific area, the yellow paint fades in. Just SOMETHING rather than it being blindingly obvious like this.
>Hell, maybe even make it so if the player is wandering aimlessly for too long in a specific area, the yellow paint fades in
have fireflies that settle on surfaces or something after a while.
Reminder that valve would've been doing this years ago if they had the idea because they're hacks. Removing an entire game element because one (1) playtester got confused is the real problem.
I was too slow as well since someone beat me to it. My second go to would have been the portal 2 one where the devs struggled to get people to look up.
You have to remember that the average person isn't very intelligent. Then you add on top of that that half the population is less intelligent than that. What I would personally love is to see this yellow paint shit be an accessibility option rather than simply "the norm." Mirror's Edge disabled its similar helpful red markings when you played on hard mode - there's nothing stopping devs from doing similar things today. Hell, maybe even make it so if the player is wandering aimlessly for too long in a specific area, the yellow paint fades in. Just SOMETHING rather than it being blindingly obvious like this.
Valve specifically.
Remember that story about the guy in the cave going around in circles? That was the beginning of the end. Devs are terrified to let people frick up anymore, so they make things that anybody can beat, not realizing that there's no limit to how stupid players can get.
So now we have games that most people can fall asleep and still win while devs still aren't satisfied because their games need to be "accessible" to drooling morons who smear their face against a keyboard and cry angrily when the game doesn't shower them with praise.
>That was the beginning of the end.
This was happening as early as Lucas Arts adventure games in the 1980s~1990s. They mocked the difficulty as video game journalist mode for one adventure game (they needed to dumb it down so journalists can beat it and give it a good review).
Are you just saying this, or have you played an adventure game before Secret of Monkey Island (e.g. Zork) and an RPG before Dragon Quest (e.g. Wizardry)? Secret of Monkey Island's design motto was literally to be easy enough that any Joe could brute-force their way to the ending; Zork's design couldn't care less if 0% of their players could beat it.
making games for the lowest common denominator was fine back then and all but, with youtube and wikis being a thing it shouldn't happen anymore
they need to stop catering to morons
the problem isn't the signposting, it's that the signposting is "diegetic" yellow paint that's more intrusive and obnoxious than if they just added a "highlight every on-screen interactable" button (a la bamham detective vision) and refused to elaborate.
I thought it a meme but I don't know how to execute it, the premise is as follows:
someone complaining about the white/yellow cum to indicate a climbable asking if developers think we're too dumb, but also somehow sonic 3 barrel?
That's a dishonest comparison. That barrel was only used like what, twice? Added nothing to gameplay and is a lot more obtuse then "break this box" or "climb this cliff".
The developer for making things that look like they should be climbable but aren't. Wouldn't need the yellow paint if the game mechanics and world had a strict set of rules.
Developers in the past had no issue with giving directions using good lighting that highlighted where to go/what to do
Yellow paint is just fricking lazy as shit just like the rest of the godawful demake
I'm a HUGE ff7 fan (never played any FF7 games but I really like the fanart and plan on one day watching my favourite streamer play FF7R) and I have to say the people that complain about yellow paint are such entitled manbabies!
I got stuck down there as a child, and had to completely restart the game and avoid that area. The way you do a walljump wasn't a skill I ever learned in any previous video games, and it took us forever to figure it from this game. Though, my younger brother got so good at it, he could walljump up any surface in Super Metroid.
No, it's definitely reflexes. Holding against the wall and pressing back and jump was something I never did in a video game before. I don't recall ever reading that in the manual. I only remember that thing being ultra-cryptic about Kraid having no known weak points. If it did, I don't recall ever consulting it after getting stuck down there.
Devs pursuing realistic graphics to the detriment of any kind of actual visual design.
Some of the plants in this screenshot can be picked and used as items good luck finding them without your handy dandy Cowboy Vision.
>Gamers are fricking stupid
Everyone is fricking stupid.
I've had to explain to people not to drink water from the ocean. Grown adults. I've had to explain basic common sense to people who are in positions of power about proper gun safety among other things yet seeing the dull expression in their eyes, knowing they didn't truly understand anything.
The; >But what if you didn't have breakfast meme
is a real fricking thing.
>that webm
for my own sanity i'm just going to say she thought she was being a 4D chessmaster by pretending to not register the consequences of her actions, rather than the probable reality of her genuinely not comprehending the ramifications of what she did
>Have a room with very few objects in it, all of which are interactable and serve a unique function >All these objects are clearly interactable, kind of like how older cartoons have any object that moves be in a different artstyle from the background
vs >Have room with tons of shit in it that is mostly used for decoration >Can hardly tell shit from being interactable or not because everything has realistic artstyle with no distingishing features
multiple generations of games where literally nothing was interactive conditioned everyone to expect as much from every game and now this is what we're left with
I feel like that has more to do with tech literacy being phased out by convenience
I'm a zoomer and yet I was brought up with several internet usage guidelines (e.g. never use your real name, don't click on ads, don't download suspicious files, etc. along with the basics like what a folder/filesystem is), something I see completely absent in modern education and parenting as a result of the shift from desktops to mobile devices
they just set the kid in front of an iPad and forget about them
You for making the thread
flippy bippy
>flies are attracted to shit and water is wet
The developers. If players are too fricking moronic to know that ladders are for climbing, they shouldn't be allowed near electronics, let alone video games.
>i dont want my game to sell
>it should only be for autistic manchildren like me
Yes
>climbing a ledge or opening a box without yellow paint can only be done by autistic manchildren
Unlike you NERDS with all the free time in the world to grapple with this artificial difficulty BS I actually have a freaking life okay? The paint is pretty much a requirement for me and my backlog
>I actually have a freaking life okay?
Looking at instagram updates for 5 hours is not a life. Tardhomosexual.
Here’s the problem, OP. You view the yellow paint as “wowee, you gotta tell players exactly what to do cuz they’re moronic” but it’s actually more along the lines of “as fidelity increases it becomes less and less obvious what is an interactable element and what is set dressing so either we go back to the dark ages of pixel hunt point-and-click adventure games or we do something to indicate interactable objects”
“Yellow paint” is this gen’s “fresnel outline highlighting the interactable object”
I can’t say I agree. The fresnel outlining approach is ironically much less immersion-breaking to me than an in-universe splash of paint.
What developers are using yellow paint to accomplish in these AAA games could easily be done with lighting and clever level design alone.
I don’t hate the fresnel outline, but it IS a little pixel-hunt-y. The problem is it’s hard to tell at any reasonable distance what is interactable. Pic related is INFRA, I love INFRA but it is absolutely a game of “sweep the camera over surfaces looking for things that you can click on”
That’s fair but I think the yellow paint “philosophy” is justifiable. The issue is, what WOULD work as a universal, all-game diegetic indicator of “interactability”?
>The issue is, what WOULD work as a universal, all-game diegetic indicator of “interactability”?
simple. don't put anything in the game that isn't intractable.
This. Video game worlds shouldn’t be allowed to have objects that aren’t somehow interactable.
It's on the developers, because of how terribly shallow the systems they create are. Movement is heavily contextual, interactable objects are blatantly obvious, environment is as static and indestructable as ever. These issues have always existed in games, but modern fidelity just puts them into sharper relief. And if you are striving for realism or more likely cinematography as a principle, it's important to avoid ruining immersion. Otherwise you get old Hanna-Barbara cartoons, where painted background and animated objects are completely different.
The solution to the yellow paint question is to make everything interactable in some *consistent* way, and to cut down on the contextual climbing/shimmying/falling sequences. It is not a question of player stupidity, but of rule clarity, no shit people would be confused if ammo crates and set dressing crates look exactly the same. In the same way, devs have no proper way to distinguish progression cliffs that you have to climb, and wall cliffs that are there to stop you. So you get yellow paint.
But all that is more difficult to design, and so we will get deceptively sprawling corridors full of arbitrary objects.
>tl:dr
is right, doubly so for ""realistic"" bleeding edge games.
That’s fine, but that isn’t going to produce a realistic game world. Which goes back to the whole OP argument, which is suggesting that it’s
NOT the pursuit of realism at fault, but rather “gamers are moronic”
>isn’t going to produce a realistic game world
Yes gamers are moronic, but putting paint on things is not the solution. Climbing being the main example, make unclimbable walls the same as unclimbable walls irl, smoother surfaces. and make the climbable ones craggy.
The yellow paint really makes no sense the longer you think about it, huh? If these photorealistic games can't just use photorealism to convey important info to the player then what is even the point of making them photrealistic to begin with?
>what WOULD work as a universal, all-game diegetic indicator of “interactability”?
nothing should work as a universal all game solution imo
not always feasible depending on what style you're going for, but i admit i have a heavy bias towards liking this aproach
i like how in The Suffering you could turn on and off EVERY shower you come across and pick up every phone.
And only like two or three of them actually have something suddenly happen.
If that was scripted or just the only shower/phone it wouldn't be nearly as kino.
>the fresnel outlining approach is ironically much less immersion-breaking to me than an in-universe splash of paint.
hard disagree for me senpai
but both have room for bad implementation
i.e. VISR goggles in halo odst or using scanning goggles in metroid prime are good for fresnel stuff
yellow paint can be bad if it actively ruins the atmosphere of the game and looks so out of place you can't ignore it instead of having a believable in universe explanation or aesthetically consisntent and more subliminal level of guiding the player like the spraypainted lambda signs around hl2 to signal a supply cache being hidden around, but graffiti not looking at all out of place in the urban and industrial squalor
Yellow paint works in some games, like TLoU where you can believe it's placement in-world. "Oh this is our smugglers tunnel, let's put paint to indicate the path through this unused sewer system, this is leftover paint from the parking garage which we bombed during the start of the outbreak" etc. It doesn't work in say, RE4R, why would the villagers or castle inhabitants paint their ledges or barrels. My problem isn't the paint itself its the fact that its used lazily when devs should be making more believable path indicators
>it becomes less and less obvious what is an interactable element and what is set dressing so either we go back to the dark ages of pixel hunt point-and-click adventure games or we do something to indicate interactable objects”
well no, it's pretty fricking easy to make it obvious without putting immersion and aesthetic raping yellow paint everywhere
they were already doing this back on ps3 with uncharted and assassins' creed, people fricking managed to notice the obvious places to climb in the highly contextual climbing sections, having higher detailed cliff handles jutting out wouldn't change that shit as long as the people modelling it weren't braindead
I’d imagine that the problem in FFVIIR is less about finding the next step to climb, it’s more about figuring out when you can climb in the first place. With Uncharted it is always obvious because it’s such a linear game, and with Assassin’s Creed, when you see something even remotely climbable looking, it’s climbable. But if you have a game with larger open areas and climbing mechanic is used rather rarely, with the idea being that you generally can’t climb most of the cliffs you see, then it becomes a problem.
You are right in that there needs no be something special that highlights where you can climb, but yellow paint just feels like a copout solution.
Every time I noticed yellow paint in the RE remakes it was a total hat on top of another hat situation. There would be lighting and props already arranged in a way to highlight whatever interactive thing they wanted me to notice, but then they just went ahead and slapped some literal yellow paint or tape on there for good measure.
You fricking moron, it could just be a fresnel outline on the object and it would solve the entire problem.
A) It's called level design and guiding the player, people loved dark souls for this and
B) If you break one box and find stuff in it, and continue breaking boxes through regular gameplay and still fund stuff in it but to stupid to understand to break boxes you are too moronic to live.
>you have autism if you know that you can climb a ladder
well call me king of the moronic if thats the case
Yes, I don’t want stupid people to buy games that I like. The developers will notice and make the games even dumber so that more dummies buy it.
The only people angry at gatekeeping are the people the gate is meant to keep out. So yes. I agree with him
Anything that panders to the masses for financial success is shit, yes.
This isn't a counterpoint or even an argument it's like you don't know that hyper autist games perform better.
They do not.
Because Souls games failed so hard and no one is excited for DD2, right?
the intelligence of gamers has not changed
AAA game devs are just lazier and less creative now
>the intelligence of gamers has not changed
are you forgetting that zoomers exist now?
are you forgetting about the people who play tested half life and got lost at a right turn loop
Maybe, just hear me out here, maybe we shouldn’t consider people who are genuinely disabled in some capacity to be representative of the average video game player.
that's like 50% of the people buying the game. You cannot sell 10 million copies of a game without dumbing it down for every moron.
Maybe games don't need to sell 10 million units in order to be worth developing? Maybe that's only true for AAA games, in fact?
Doesn't matter, it makes the most money.
zoomers will get lost going in a straight line
>the audience exponentially grew but nothing changed guys i swear
>giving ghettos internet access and making games exclusively tailored to their level never happened chud
>the intelligence of gamers has not changed
Most zoomers and brown skins can't even read by highschool, you really don't know how bad it truly is.
>the intelligence of gamers has not changed
lul, lolmiao even
The change has been scientifically documented.
>the intelligence of gamers has not changed
There are more normalgays than ever so it has sharply declined.
The developers themselves have manufactured this situation. There aren't more normalgays than ever. The majority of people have always been like that.
What has changed is that the AAA video game industry spent the last 25 years shifting from arcades and arcade-inspired console and PC game design into primarily providing an experience that is genuinely akin to movies and television, specifically the kind of movies and television that cater to the lowest common denominator. There aren't more normalgays, just more braindead normalgay video games.
developers
let the players struggle
it's the only way they'll learn
The developers. They created a self-fulfilling prophecy by widening the tent to cater to stupid people in the first place. None of them were forced to sell out; they just don’t give a frick about actually doing anything more substantial than making a quick buck off of stupid people by jangling keys in their face.
The consumers. If they rejected realism, realism wouldn't be here
yes
It's a video game, not a walking simulator. Having visual indicators highlighting what you interact with make for a better, smoother game. I'm not here to snap pics of the scenery and send it to my grandma, I want to have fun.
The yellow paint legitimately sours my fun. I usually find myself wondering what developers were thinking at practically every step of the way in a game, and the yellow paint just shouts to me “the player is too dumb to be trusted to navigate this portion of the game.” The yellow paint technique is never applied to anything actually confusing, I’ve noticed.
>the point is that.....gamers need to be treated stupid
what does this comic actually want me to feel op, that yellow markings are more organic than not having them?
Both, publishers as well.
You can't put all blame only on one group. I guess you could but that's how morons think.
You don’t wanna at least play OP’s little game and decide who is the worst of the bunch?
No, I'm just party pooper.
This.
Devs for giving poor direction
Players for giving up too easy
>make things very realistic looking
>but your character cannot realistically move or interact with the entire world
>make interactable features look indistinguishable from background objects or make them look out of place because they're colored/outlined obviously
stop going for realistic graphics
The people who actually get mad at this would 100% complain about it if it wasn't there.
Facts that people don’t want to hear. If they took out the yellow paint these morons would spend all game wall-humping every prop crate and ladder, give up on interacting with them, get to a point where they need to ACTUALLY climb a ladder, and then shit up Ganker with
>how were you supposed to know?
Threads
Go play something like Prince of Persia: The Warrior Within, and get back to me.
Kind of ironic huh? I have no idea what's on the left and it's entirely the fault of the meme developer here.
this yellow paint shit just looks so fricking bad, i can't imagine how it ever caught on as a trend when devs already had a much less terrible and perfectly working solution to the problem this is supposed to solve. why not just give the interactive objects a soft glow or put an outline around them like devs already were doing for 20+ years? those techniques accomplish the same thing without looking out-of-place and brutally stupid.
Making your game accessible to morons widens the target market, in theory at least. Non handholding games are seeing great success now thankfully. Probably because anyone with a triple digit IQ is starved for a game that doesn't feel like its playing itself.
What is it about so many people who play video games that makes them see the "gamer" as an other and someone worth mockery and disdain? These people seem to be downright joyful that the "gamer" is so critical of his own hobby and seem to delight in the knowledge that he lies in a bed that he made himself.
I'm left to assume that OP hates himself and is projecting this unhappiness onto people that he sees himself to be superior to.
Not OP, but I hate morons because their enjoyment comes at my expense.
The devs are to blame honestly, a good artist can make a thing for everyone, take the 1st matrix movie for example, morons get to enjoy the shootouts and fighting, yet it also touched on a lot of philosophical issues which could be interesting to a smart person.
Now everything is made for the lowest common denominator so to speak, and the end result just always end up sucking.
Speakin' straight to my soul, anon. The Matrix is such a perfect example of how to give everybody in the audience something to chew on. I'll totally go to bat for Reloaded and even Revolutions any day of the week, too.
I also agree that the devs are to blame, even if I give them the benefit of the doubt and believe that they make these choices out of a well-meaning desire for "accessibility" and "inclusivity." In practice, though, you're right. It just drags everything down for everybody else.
You have to remember that the average person isn't very intelligent. Then you add on top of that that half the population is less intelligent than that. What I would personally love is to see this yellow paint shit be an accessibility option rather than simply "the norm." Mirror's Edge disabled its similar helpful red markings when you played on hard mode - there's nothing stopping devs from doing similar things today. Hell, maybe even make it so if the player is wandering aimlessly for too long in a specific area, the yellow paint fades in. Just SOMETHING rather than it being blindingly obvious like this.
>Hell, maybe even make it so if the player is wandering aimlessly for too long in a specific area, the yellow paint fades in
have fireflies that settle on surfaces or something after a while.
Reminder that valve would've been doing this years ago if they had the idea because they're hacks. Removing an entire game element because one (1) playtester got confused is the real problem.
>when the game doesn't have yellow paint
Gamers are dumb unfortunately
I was just about to post that.
I was too slow as well since someone beat me to it. My second go to would have been the portal 2 one where the devs struggled to get people to look up.
Found the yellow paint target audience.
kneel yellowgays
But I didn't skip breakfast or look at the object.
Me neither. I wish that guy would respect my time more and explain the punchline to me in bright yellow.
>so called "gamers" when the ladder they're currently using to climb up doesn't have each individual rung painted over
it's dsp's fault
literally impossible
how to draw a player's attention for
small spaces:
>player-sized clearings
>up the contrast
>have the desired sub-areas look less dangerous
large spaces:
>place a light far away
>make something tall
>moving groups of objects, forming a pattern
>just put a down a road and signposts
this list could be infinite but am I missing any popular ones?
pic related
sekiro had well applied ledge grabs
Valve specifically.
Remember that story about the guy in the cave going around in circles? That was the beginning of the end. Devs are terrified to let people frick up anymore, so they make things that anybody can beat, not realizing that there's no limit to how stupid players can get.
So now we have games that most people can fall asleep and still win while devs still aren't satisfied because their games need to be "accessible" to drooling morons who smear their face against a keyboard and cry angrily when the game doesn't shower them with praise.
>That was the beginning of the end.
This was happening as early as Lucas Arts adventure games in the 1980s~1990s. They mocked the difficulty as video game journalist mode for one adventure game (they needed to dumb it down so journalists can beat it and give it a good review).
I disagree. I think the current plight comes explicitly from noble intentions, which is what makes it so insidious.
Are you just saying this, or have you played an adventure game before Secret of Monkey Island (e.g. Zork) and an RPG before Dragon Quest (e.g. Wizardry)? Secret of Monkey Island's design motto was literally to be easy enough that any Joe could brute-force their way to the ending; Zork's design couldn't care less if 0% of their players could beat it.
making games for the lowest common denominator was fine back then and all but, with youtube and wikis being a thing it shouldn't happen anymore
they need to stop catering to morons
Stop appealing to Black folk and morons then.
Gaming was fine before it got israeliteed down to the lowest common denominator.
the problem isn't the signposting, it's that the signposting is "diegetic" yellow paint that's more intrusive and obnoxious than if they just added a "highlight every on-screen interactable" button (a la bamham detective vision) and refused to elaborate.
I remember watching a guy make a video exactly like pic related and of course the next community post he makes he is a troony lover
I thought it a meme but I don't know how to execute it, the premise is as follows:
someone complaining about the white/yellow cum to indicate a climbable asking if developers think we're too dumb, but also somehow sonic 3 barrel?
That's a dishonest comparison. That barrel was only used like what, twice? Added nothing to gameplay and is a lot more obtuse then "break this box" or "climb this cliff".
The developer for making things that look like they should be climbable but aren't. Wouldn't need the yellow paint if the game mechanics and world had a strict set of rules.
Games don't need as many small objects on screen as real life. It's visual noise for the sake of screenshots.
Why does it even have to be accessible, most slop consumers don't finish the game and don't mind.
Developers in the past had no issue with giving directions using good lighting that highlighted where to go/what to do
Yellow paint is just fricking lazy as shit just like the rest of the godawful demake
I'm a HUGE ff7 fan (never played any FF7 games but I really like the fanart and plan on one day watching my favourite streamer play FF7R) and I have to say the people that complain about yellow paint are such entitled manbabies!
apparently not stupid enough to fail to recognize they're being patronized
This is what we used to have and it was perfectly fine.
I got stuck down there as a child, and had to completely restart the game and avoid that area. The way you do a walljump wasn't a skill I ever learned in any previous video games, and it took us forever to figure it from this game. Though, my younger brother got so good at it, he could walljump up any surface in Super Metroid.
Sounds like logic issue to me, no manual issue. I'm pretty sure the manual has a mention of wall jumping.
No, it's definitely reflexes. Holding against the wall and pressing back and jump was something I never did in a video game before. I don't recall ever reading that in the manual. I only remember that thing being ultra-cryptic about Kraid having no known weak points. If it did, I don't recall ever consulting it after getting stuck down there.
Devs pursuing realistic graphics to the detriment of any kind of actual visual design.
Some of the plants in this screenshot can be picked and used as items good luck finding them without your handy dandy Cowboy Vision.
>Gamers are fricking stupid
Everyone is fricking stupid.
I've had to explain to people not to drink water from the ocean. Grown adults. I've had to explain basic common sense to people who are in positions of power about proper gun safety among other things yet seeing the dull expression in their eyes, knowing they didn't truly understand anything.
The;
>But what if you didn't have breakfast meme
is a real fricking thing.
>that webm
for my own sanity i'm just going to say she thought she was being a 4D chessmaster by pretending to not register the consequences of her actions, rather than the probable reality of her genuinely not comprehending the ramifications of what she did
>Have a room with very few objects in it, all of which are interactable and serve a unique function
>All these objects are clearly interactable, kind of like how older cartoons have any object that moves be in a different artstyle from the background
vs
>Have room with tons of shit in it that is mostly used for decoration
>Can hardly tell shit from being interactable or not because everything has realistic artstyle with no distingishing features
>gamers are stupid
Not gamers, black people
multiple generations of games where literally nothing was interactive conditioned everyone to expect as much from every game and now this is what we're left with
Gamedevs still chasing a market of normies who just want to shoot a gun or play soccer.
the playtesters
Abstraction breeds weakness.
Gen Z is brown their grand parents were White
It's about behaviors and unsubstantiated trust.
I feel like that has more to do with tech literacy being phased out by convenience
I'm a zoomer and yet I was brought up with several internet usage guidelines (e.g. never use your real name, don't click on ads, don't download suspicious files, etc. along with the basics like what a folder/filesystem is), something I see completely absent in modern education and parenting as a result of the shift from desktops to mobile devices
they just set the kid in front of an iPad and forget about them