>more detail is LE BAD
Thank God Gankerermin aren't responsible for video game development, we would be still stuck in the Atari era if it was up to y'all.
left is unimmersive ugly garbage though
there are better ways of making sure player understands what can be interacted with than removing the entire environment
In movies and books there's the concept of every frame and every object having a meaning.
In video games most objects are not interactable.
Because to make a cutscene you need to, well, make a cutscene: storyboarding, camera angles, shit like that. It's much easier to just make the player walk in a straight line while some guy drones on
A good designer would make every object in the right interactable, even if it was just the character saying "nothing important here" when examining the other stuff
People pretending that appealing to an imaginary lowest common denominator will make a game sell more, when in reality it's an appeal to games journalist who come from a background of failed social justice and women's history majors.
left is unimmersive ugly garbage though
there are better ways of making sure player understands what can be interacted with than removing the entire environment
[...]
In movies and books there's the concept of every frame and every object having a meaning.
In video games most objects are not interactable.
Yeah. Which can be used by developers. For example take New Vegas. There's a lot of clutter items and furniture everywhere. But there's only a handful of models for drawers or containers that you can interact with. A player will interact with them once or twice, and after that he will always recognize what's part of the environment, and what's part of the gameplay.
Or take Gothic. It may not be obvious what's interactable immediately, but if you approach an object, it will get highlighter when you can interact with it. Doesn't take you out of the world, but saves you the trouble of clicking through tonnes of clutter.
Dysgenics in Western countries, and a more global gaming market which is on average, dumber and browner than the classic markets of Western Europe, Japan, and NA.
>visual clarity
man halo 5 was fricking trash
one of the reasons i preferred halo over cod back in the day was environment and enemy readability. i didn't know i needed glasses until high school, mw2 and especially 1 were a fricking nightmare. even with glasses some games just frick the visuals up but i've learned those games aren't worth playing anyway.
Developers were limited back in the day, they had to be very selective in what assets they placed down, so usually interactable or important ones would be all there was. As technology advanced developers were no longer restricted in how many assets they slapped down in an area. this lead to a massive increase of cosmetic assets and with that, the need to distinguish what was cosmetic from what wasn't
Left is modern game design. Games have always been right except instead of coloring things bright yellow, they're colored or lighted in such a way that it pops out as something that can be interacted with.
as the games industry grew it is progressively mandated by investors that games cater to the widest possible audience in order to secure the largest possible number of sales, which means making sure even the most pea brained gorilla moron is able to get through your game
The problem is there are extremely dumb people that exist on this planet. The other problem is people take the dumb people's opinions seriously. It's the same reason why movies act like we've all been lobotomized and they have flashbacks for events that happened 10 minutes ago. Heaven forbid the guy who left to take a shit might be confused when they come back.
games have never been good, i grew up with psx and it was a depressing time. once i got a pc i never touched a console again.
the biggest problem with games is that there are barely any games for adults, it's mostly all made for children or adults with mental development issues.
ofc there's stuff like mount&blade thats kinda nice, but games like this are rare and you usually are stuck playing them for 15 years until something new comes out.
In REmake, I got stuck for hours at the Armor Key room because there is nothing to suggest you need a additional item to progress.
There is a statue with spinning blades that approaches when you remove a key, with empty space behind the statue so it looks like the player can get behind it.
The room is full of other statues with text making reference to death, so I thought the game was trying to hint that this is a puzzle that must be solving by the player being "close to death".
So I kept allowing the statue to approach, and then trying to interact with it in the 3 seconds before it kills you.
Later I found out that none of the text matters, it is all meaningless flavor.
Frick you if you think players shouldn't have hints. I don't want to be forced to guess what the dev was thinking after being presented with a problem with infinity potential solutions.
It never occurred to you that, since you haven't finished exploring the rest of the currently playable space, you could just look elsewhere and then come back instead of spending hours dying over and over again?
I had, in fact, explored the entire playable space.
The map highlights rooms if there is something significant to pick up. The Armor Key room was highlighted, as well as the underground section with the Sword Key. Literally a coin flip. I had also filled up my entire inventory so couldn't pick up the Sword Key book.
There could have been an item box in the Dining Hall, or the Armor Key door could have been locked with the Sword Key, or the Art Gallery Sword Key door could have been unlocked at the start.
But they weren't, so I was stuck.
Devs started adding more useless props to scenes is why. It makes it look "better" i guess. Then of course they ruin it by painting things garish colors so the moronic (/v/) won't get stuck and complain the game is shit. Yes that handholding was put in for you Ganker, because as much you want to pretend you're smart enough to figure it out we'd see 20 threads a day all about dishonest game design otherwise.
20 years ago everything in that room would have had complex physics with its own set weights and materials and unique interactions with other objects. You could throw them around like a spastic idiot if you were feeling bored, and in a shootout bullets and explosions would break them or launch them around the room. You could even do shit like building impromptu barricades out of them or stacking them to bypass obstacles.
In many modern AAA games that cost 100 million plus there are vases and glass bottles that dont break from bullets.
>What happened to GOOD game design?
Technology eventually got some good that any old moron could spend 5-6 figures getting in debt to learn how to make vidya games.
And then the industry got taken over by suits who would rather pay some post grad chump change than actually pay people with experience and prestige, and that's reflected in the products they produce
good games stopped getting made
Fist post truth post.
>more detail is LE BAD
Thank God Gankerermin aren't responsible for video game development, we would be still stuck in the Atari era if it was up to y'all.
In movies and books there's the concept of every frame and every object having a meaning.
In video games most objects are not interactable.
Follow the narrative chud!
What game is this?
Uncharted 4
>guard is perpetually off screen and bullies you for trying to find him
Kek
At that point why not make it a cutscene
Because to make a cutscene you need to, well, make a cutscene: storyboarding, camera angles, shit like that. It's much easier to just make the player walk in a straight line while some guy drones on
>In video games most objects are not interactable
In good games, they are.
TBF it would make sense for guards to do that, but at the same time you can't even consider it gameplay and should have just advance it immediately.
>In movies, every frame has meaning
I don't think (you) seem to understand Hollywood. Have you ever heard of movie magic, smoke and mirrors?
Having to make objects glow to indicate you can use them is bad indeed.
>Atari era
More like soulless era with its too much detail crutch.
meaningful detail is FUNCTIONAL, either in gameplay, aesthetically or narratively
uninteractive props are just clutter
you people really like to corner yourself into this nonsensical arguments
A good designer would make every object in the right interactable, even if it was just the character saying "nothing important here" when examining the other stuff
that's actually what RE4 did
Just useless "there's nothing here" prompts for random objects
>more detail is LE BAD
Yes.
People pretending that appealing to an imaginary lowest common denominator will make a game sell more, when in reality it's an appeal to games journalist who come from a background of failed social justice and women's history majors.
left is unimmersive ugly garbage though
there are better ways of making sure player understands what can be interacted with than removing the entire environment
and blasting everything with piss is so much more immersive
it's not
Yeah. Which can be used by developers. For example take New Vegas. There's a lot of clutter items and furniture everywhere. But there's only a handful of models for drawers or containers that you can interact with. A player will interact with them once or twice, and after that he will always recognize what's part of the environment, and what's part of the gameplay.
Or take Gothic. It may not be obvious what's interactable immediately, but if you approach an object, it will get highlighter when you can interact with it. Doesn't take you out of the world, but saves you the trouble of clicking through tonnes of clutter.
Right is far more unimmersive. I want to knock over the armor stand and break the lamp, but the game won't let me. Why?? Illusion ruined.
>game design
Good joke, Anon.
Dysgenics in Western countries, and a more global gaming market which is on average, dumber and browner than the classic markets of Western Europe, Japan, and NA.
The first time I noticed visual clarity going to shit in AAA was with Crysis 2, and it has only gotten worse since.
>visual clarity
man halo 5 was fricking trash
one of the reasons i preferred halo over cod back in the day was environment and enemy readability. i didn't know i needed glasses until high school, mw2 and especially 1 were a fricking nightmare. even with glasses some games just frick the visuals up but i've learned those games aren't worth playing anyway.
Developers were limited back in the day, they had to be very selective in what assets they placed down, so usually interactable or important ones would be all there was. As technology advanced developers were no longer restricted in how many assets they slapped down in an area. this lead to a massive increase of cosmetic assets and with that, the need to distinguish what was cosmetic from what wasn't
If you throw the ball in the hoop it opens a secret and gives an achievement.
Video games got popular so the average gamer is now much, much dumber.
Left is modern game design. Games have always been right except instead of coloring things bright yellow, they're colored or lighted in such a way that it pops out as something that can be interacted with.
as the games industry grew it is progressively mandated by investors that games cater to the widest possible audience in order to secure the largest possible number of sales, which means making sure even the most pea brained gorilla moron is able to get through your game
The problem is there are extremely dumb people that exist on this planet. The other problem is people take the dumb people's opinions seriously. It's the same reason why movies act like we've all been lobotomized and they have flashbacks for events that happened 10 minutes ago. Heaven forbid the guy who left to take a shit might be confused when they come back.
games have never been good, i grew up with psx and it was a depressing time. once i got a pc i never touched a console again.
the biggest problem with games is that there are barely any games for adults, it's mostly all made for children or adults with mental development issues.
ofc there's stuff like mount&blade thats kinda nice, but games like this are rare and you usually are stuck playing them for 15 years until something new comes out.
This is halfway into a stealth game. Surely they were plopping these players in without letting them get their bearings first?
>NPC tells the player false information
This is a problem when the player only has what information the game presents to them.
In REmake, I got stuck for hours at the Armor Key room because there is nothing to suggest you need a additional item to progress.
There is a statue with spinning blades that approaches when you remove a key, with empty space behind the statue so it looks like the player can get behind it.
The room is full of other statues with text making reference to death, so I thought the game was trying to hint that this is a puzzle that must be solving by the player being "close to death".
So I kept allowing the statue to approach, and then trying to interact with it in the 3 seconds before it kills you.
Later I found out that none of the text matters, it is all meaningless flavor.
Frick you if you think players shouldn't have hints. I don't want to be forced to guess what the dev was thinking after being presented with a problem with infinity potential solutions.
It never occurred to you that, since you haven't finished exploring the rest of the currently playable space, you could just look elsewhere and then come back instead of spending hours dying over and over again?
I had, in fact, explored the entire playable space.
The map highlights rooms if there is something significant to pick up. The Armor Key room was highlighted, as well as the underground section with the Sword Key. Literally a coin flip. I had also filled up my entire inventory so couldn't pick up the Sword Key book.
There could have been an item box in the Dining Hall, or the Armor Key door could have been locked with the Sword Key, or the Art Gallery Sword Key door could have been unlocked at the start.
But they weren't, so I was stuck.
Devs started adding more useless props to scenes is why. It makes it look "better" i guess. Then of course they ruin it by painting things garish colors so the moronic (/v/) won't get stuck and complain the game is shit. Yes that handholding was put in for you Ganker, because as much you want to pretend you're smart enough to figure it out we'd see 20 threads a day all about dishonest game design otherwise.
20 years ago everything in that room would have had complex physics with its own set weights and materials and unique interactions with other objects. You could throw them around like a spastic idiot if you were feeling bored, and in a shootout bullets and explosions would break them or launch them around the room. You could even do shit like building impromptu barricades out of them or stacking them to bypass obstacles.
In many modern AAA games that cost 100 million plus there are vases and glass bottles that dont break from bullets.
You can thank baked lighting for that and now the morons are like "why do we need RTX everything already has realistic lighting"
At least one company remembered that games are supposed to be interactive.
You got older. It happens.
soul/soulless
Gentlemen, I present to you: good gameplay.
>What happened to GOOD game design?
Technology eventually got some good that any old moron could spend 5-6 figures getting in debt to learn how to make vidya games.
And then the industry got taken over by suits who would rather pay some post grad chump change than actually pay people with experience and prestige, and that's reflected in the products they produce