If they were solid yellow it would be fine because you could say they were just manufactured that way but having yellow paint splattered on makes no sense, who was going around throwing paint at all the ladders? If there was a guy in the game running around splattering shit with yellow paint for whatever stupid reason, I’d excuse it.
Not really, I think it’s an intellectuals though process at work. If you told me why you thinks it’s dumb I might take you seriously. Yellow paint splattered on everything makes no sense in the context of the game, sorry!
8 months ago
Anonymous
>every minute detail must have context and clarity for its being there. >fabricated yellow ladder == good >painted yellow ladder == bad
First, it doesn't even matter why. Second, it sure as shit is just as canonically sound if it were fabricated yellow in factory or if some Black person painted it yellow. Literally how is there any discernable difference here? Both are purely hypothetical even. This shit frustrates me anon.
8 months ago
Anonymous
>This shit frustrates me anon.
Because you are moronic and I am smart, sorry I didn’t clarify this earlier. That being said I concede on account of the fact I didn’t even play the game.
good game design would be using proper lighting and framing to make it obvious that you need to climb the ladder
splattering cum over every interactable object is a shitty way to do it
>good game design would be using proper lighting and framing to make it obvious that you need to climb the ladder
I'm of the same opinion but 'realism', especially photorealism, has been a fricking disaster for level design. The use of lighting for style, mood or ambiance is a dead artform in AAA video games; nowadays the lights have to go where they would go in real life, and they have to bloom and bounce off every reflective surface and everything has to blend into a radiant fricking soup.
https://i.imgur.com/4YdS9fH.jpg
Who is correct here?
This example could very easily be solved by darkening the level and adding torches or candles or sconces by ladders etc. to highlight the main routes, but with how bright and flat modern lighting is those light sources probably wouldn't even stand out.
Not to mention the performance hit from the post-processing bullshit from all the sources of light you'd need. So many fricking games lose frames from flaming torches now, holy frick. Unless you're making something like Cyberpunk that's meant to be flooded with light pollution, there's no excuse for how bloomed to frick many modern games look nowadays.
The player. The dev shouldn't need to make a world where working ladders are marked, because if you place a ladder on a map it should always be climbable.
This is a guy who likes murakami so much he 1:1 inserted a murakami quote that was nothing but scenery detail. He is the worst kind of creator; arrogant, unoriginal, and amateur.
You can still make that game. Nothing is stopping you. You just won't make money on it, which is the actual problem this wienersucker is complaining about.
>Make a story about growth and self-reflection where the main character is a self-insert to tell your own story about growing up >You're a white dude who grew up in the suburbs and has never experienced hardship >All of the side characters are mouthpieces and handpuppets for various political and personal soapboxes, none of which have any agency or presence of their own because, again, the writer is a coddled moron who hasn't actually lived anything real >The main character doesn't actually grow or develop in any tangible manner because the entire game is fixated on derivative gimmicks and subverted expectations >Everyone hates the main character and thinks he's a tool >The main character is you >"a-actually it was supposed to be bad, you just didn't get it"
Gamers are a bunch of morons though, he's right. Art is a higher IQ pursuit and since games are products created for fricking morons, the art put into them is kind of wasted. The sheer amount of times I see gamers claim a game has "bad writing" because a flawed character has a flaw is just proof of this. We are still in the mindset of Contra or whatever where the characters have to be moral absolutes.
He's wrong because YIIK isn't art. He made a shallow facsimile of "indie culture" by trying to ape off of Earthbound, Yume Nikki, Persona, and numerous other popular or "cult" RPGs, and then shit his diaper when his targeted playerbase didn't magically fill in the gaps for him and interpret his shallow excrement as "art"
Art is something with intention that provokes thought. There's nothing even remotely thought-provoking about indie pixelshit literally marketed as "a cult classic" before it's even released.
Tons of games reach that bar. YIIK didn't. Cry about it.
Sure, but you can't go on a podcast and bawl your eyes out in a screeching rant about how gamers don't "get it" when the thing you expected them to "get" is a pandering mess of shit with no real depth or themes.
Bro the main criticism of that game was that the MC was a bad person, which was intentional but gamers cannot break out of I AM LAWFUL GOOD HERO I CANNOT BE FALLABLE. It's the same shit with spec ops, you guys are infantile in your ability to appreciate writing or art.
There's several mangas with villain protagonists that seem to do well, hell even death note. I can't see why a villain protagonist game can't work. Hell undertale/deltarune both have villain protagonist routes.
in the original game all areas were basically empty which makes crates and barrels pop out and much easier to notice (also the contrast in breakable is higher), with modern graphics all areas are highly details which makes it hard to notice intractables thus the yellow paint, it's a good design decision no matter how much you guys pretend it's bad
Wouldn't that mean that making the areas highly detailed is bad game design?
>making the areas highly detailed is bad game design?
No? how is that even a conclusion? high detail is more impressive and entertaining because it brings more life your universe, but it doesn't come without consequences obviously, loss of visual clarity is one of them and their solution was yellow paint
>with modern graphics all areas are highly details which makes it hard to notice intractables thus the yellow paint, it's a good design decision no matter how much you guys pretend it's bad
They already have the intrusive HUD prompt whenever you get within 5 meters of it, what's the point of having 2 kinds of marker?
yes, Bayonetta 1's art direction because the gray backgrounds don't interfere with the angel's outlines or colors. Bayonetta 2 looks much prettier because the backgrounds are colorful and detailed, but it makes the enemies in certain areas harder to see, or tell what they're doing. The boss fights against Baldur were particularly bad because the stage is moving, the camera is moving, there's constantly shit going on in the background, and Baldur is moving really fricking fast amidst it all.
so, to fix modern games, we need to remove details?
Wouldn't that mean that making the areas highly detailed is bad game design?
>Equating '''''''details'''''' with detail.
Imagine editing in a bunch of Bethesda games clutter and wooden barrels into all the dark or empty spaces in pic related.
Then you add yellow arrows pointing past all the clutter to the actual subject of the painting.
Studios always resort to 'more' because shoving in more garbage is a hell of a lot easier than finding truly great artists/art directors.
this man is complaining about a baby puzzle for babies that's on the way and plainly visible from the mandatory progression path and there's even an NPC who tells you about the item who was added in the remake specifically for morons like him
>you and many others who think of themselves as stupid are smarter than most people >achieve nothing because you aren't totally delusional and doubt yourself
in all my years I've seen thongs that alter the dial slightly but nothing that has ever once changed this perspective on the world.
It's peak midwit design, so a game dev goes to gamedev school and they tell you something about ludonarrative dissonance, but also you want to highlight the interactable objects so the clear 500IQ move is to paint all the interactables with yellow paint, it's technically justified in the game world, right?
>as a kid video games would expect me to press A on a wall just because it looked slightly different than a normal wall in order to progress >had no problem with it, made me feel like a real adventurer >modern games have to highlight a fricking ladder with bright yellow paint so you know that you can climb a fricking ladder
Devs usually draw the players attention to interactable points of interest with clever lighting and texture work.
But this is just lazy.
The art in game design is making the user do exactly what you want them to do without them noticing that they are being lead by hand.
The yellow paint is a weird way to telegraph things in the remake. They should have just had torches to bring your attention to the ladder in this example. Breakable boxes and crates should have a different design than unbreakable ones (I believe the original RE4 did that).
I miss when interactable objects were shaded differently than the world around them, giving a clear sense of "this is important"
like old cartoons where you knew a background object in the front cell meant it was going to move
Impressive for 2006 but I felt the game had aged badly. The remake removed the parts that make reruns a pain in the ass, but the overall game is boring. Evil Within (And any other post capcom Mikami game) >>>> capcom's Resident Evil post mikami
Who gives a shit? the remake is still harder than the original in every way, but mediocre people love to take pride in doing mundane things like sorting an inventory or breaking a barrel that doesn't have yellow paint, wow anon you're so good at videogames, a barrel in empty map and a barrel is a highly detailed map are totally the same
>character has 8 times the movement capabilities as original >enemies move at the same speed and there are less of them >bro its harder in the remake though because....
It's so they can add a ton of detailed objects in the environment without forcing the player to knife every single thing in the game hoping it breaks for an item. Not that hard to understand
if you're on Ganker, you should know that the answer is >for the new, moronic, "perfect consoomer" audience that came after gamergate
stack up those subscriptions, boys and girls of the new main demographic; people who don't usually play games as well
Do leftoids really need yellow paint to know what things are? What do they think when they see a normal ladder? Does their mind just explode or something?
Yellow markings/paint should be an accessibility option or just be allowed to turn it off when you start a new game, it's so simple and I don't know why they don't do it
Having yellow paint catch your eye in a subtle way was a smart design choice in Uncharted 2. That game was really vibrant and colorful in general, thus it never shatters the immersion and it doesnt't feel condescending or lazy. In RE4 Remake it stands out like a sore thumb. Having a ladder or a wall smeared in yellow stands out way too much in the otherwise desaturated locations. It feels like Louis or Ada scouted the road ahead of Leon, throwing buckets of paint on all the important shit. It's insulting that Capcom has so little faith in the average gamer.
>It feels like Louis or Ada scouted the road ahead of Leon, throwing buckets of paint on all the important shit. >DLC >part where luis literally does that with spray paint >the entire section is linear
capcom please.
back before ray tracing there was dramatic lighting for effect.
also frick games that mark what ledges you can climb by making edges lighter or whatever. if you put in climbing put in fricking climbing
Good game design masks mechanics into the world in believable diegetic ways so the player's attention isn't drawn to them. Painting everything yellow does the exact oppossite, and OP is a fricking gaygor for looking for Twitter screencaps to find sub-IQ bait.
The only people thinking yellow paint is good design are the same people who'd need to wait for Dora to point out everything. These are the same people going on about maturity in gaming.
Unfortunately there will be somebody that won't see that ladder. Justifying the need to do "light directs the player" that good games usually do. Why Capcom felt the need to exaggerate it so hard is beyond me. Its not necessarily bad but its a little ridiculous. Especially because the game is very tightly designed that I don't understand how you could get lost to begin with.
put some blood footsteps or smeared dirt leading to the latter not hack-job paint.
back in the day kids pulled dwemer puzzleboxes out of their buttholes
Yeah but also by the time you probably see this ladder, I believe you've already climbed a few so you should have been taught "ladders mean there is something above me". Literally you are forced to learn that its a possible escape option from mobs in the village.
Feels like an overcorrection to moronic playtesters. Kinda like how Kojima created Raiden because japanese school girls didn't like Snake. The devs don't cater to the original fans, as they know they already have them hooked. So instead they go for broad appeal, turning good series into slop for normies.
I wouldn't be surprised. If you ever read about Valve's designing Half-Life 2, you learn very quickly how stupid playtesters are. they are very intentionally it seems the worst of the worst.
What's wrong with letting them run around for a bit longer until they manage to find it themselves? If they really get stuck there's probably 6000 videos of the same area already posted by now they could pull up.
There will also be people who get stuck dying to bosses & common enemies too, nobody wants a button that would skip them, yet somehow skipping the need to actually explore your environment is fine.
I mean you're right. I don't know if its a pride thing or whatever but devs seem to not want to ever have a moment in their game where somebody can't progress because they are too stupid to connect the dots, though. But I 100% agree with you.
Feels like an overcorrection to moronic playtesters. Kinda like how Kojima created Raiden because japanese school girls didn't like Snake. The devs don't cater to the original fans, as they know they already have them hooked. So instead they go for broad appeal, turning good series into slop for normies.
What's wrong with letting them run around for a bit longer until they manage to find it themselves? If they really get stuck there's probably 6000 videos of the same area already posted by now they could pull up.
There will also be people who get stuck dying to bosses & common enemies too, nobody wants a button that would skip them, yet somehow skipping the need to actually explore your environment is fine.
Having a "code", in a manner, to tell the player what is interactable and what isn't is a good idea. Having it be so mindlessly obvious is not. The problem is not the concept, it is the execution. Ideally, everything would be climbable, but realistically that's not the sort of game you're trying to produce so you will want to telegraph what objects you can climb up/over and which ones are obstacles to get around.
I mean, having an enemy climb down the stairs which you can easily shoot would tell you, very clearly, that the stairs are usable. This could easily have been the "code". The fact that they decided Mr. X had to piss yellow paint all over the walls as a signpost is just laziness in comparison.
The game has a shit-ton of settings, all from infrared scope colors to motion sensor camera. Why can’t you turn off yellow paint in the settings? It’s an obvious question of preference. They must be aware of the complaints.
it might have felt subtle and fresh 20 years ago but now it has the opposite effect. The intention couldn't be more clear and less subtle than this to the point where it would be preferable to just indicate it to you with a meta game indication, and preferably you should be able to turn it off.
80,000 gay zoomers smugly nodding along. God forbid they spend 30 seconds fricking looking around in your video game before looking up a youtube guide. What a moronic fricking, coddled generation that is the cause of every game having giant waypoints and GO HERE moron paint.
The sheer success of Fextralife and wikis just shows how at the end he is right, the moment that gaming turned 40 years it has to cater to wagecucks/fathers that don't have an entire afternoon trying to "troubleshoot" the game, its just paint at the end, its not Kratos's son yelling the solution or "remember that card" from Bioshock Infinite.
You will be there zoomer, but don't worry, the games that don't cater for the old audience will still be there, Classic Resident Evil died when RE4 released and Fake Resident Evil died with 7, its not like another death because zoomers can't handle paint would kill Capcom nowadays.
Boomers were figuring out terrible directions from mistranslated messes before you were even jizz in your father's balls.
It's not boomers, it's casuals in general.
>in bioshock infinite the entrance to columbia is randomly hidden in a tower and u have to solve a bell puzzle to get there and its completely mandatory for beating the game do u kno how shit it is when things arent telegraphed
Both, to a certain extent, are correct.
Level and visual design should be good enough that the player is able to discern objects of interest without artificial highlights, detective vision or what have you, but if level designers are for whatever reason unable to achieve this goal (it takes skill and knowledge) then by all means just have some pajeets apply some crude highlight because your shit game is going to sell gangbusters anyway.
Yes, ideally, it should be completely okay to let a player get lost due to not having the foresight to interact with some place in the world they don't immediately discover, unfortunately video games are created for a large, wide market of people and the people are moronic.
>Miyamoto Musashi profile name >game design should cater to the lowest common denominator, figuring things out yourself is unnecessary
total twittergay death
Are you really comparing something that is an emergency, which you left the name of, to sneaking into a dangerous place that very little people return to but there happens to be convenient paint to tell you where to go so you're just following someone else's path? There should be a hint of where to go but it has to make sense in the world they are presenting.
Doesn't the map screen already put a marker on whatever you need to interact with too? Along with the HUD marker that shows if you're close by, if you still need help after all that maybe you should just pass the controller to your caregiver instead
You're basically calling the player moronic by implementing this, and you're also teaching them to be moronic. of course a lot of people are reatrded, but don't encourage it
Obviously it's all about rwaching the widest market possible, but frick off
Its bad game design the devs are too afraid to let the player have to use their brain and notice theres a ladder and to go up to it and see if they can climb it. If you defend this you are moronic.
Games in 2009 was designed for the exact same morons that the yellow paint was designed for.
Dark Souls was beloved partly because it decided not to design its game for the lowest common denominator.
If the alternative would be highlighting interactable items with an outline or whatever like Deus Ex I'd rather take the obvious color coding
Effectively its the same as important shit being painted red in Mirrors Edge
Mirror's Edge did need hinting. The object is to run, you don't really get time to explore and pathfind while being chased and shot at. And the majority of the environment is flat white, so without some suggestion you would just fall hundreds of times over the course of the game.
It’s important and good in mirror’s edge because that game is all about speed and flow. So anything that maintains that is good.
Different games call for different solutions.
Valve playtesting showed that you literally do have to light up everything with neon lights for the drug addicts in society to pay attention. As for this argument, the guy b***hing about a ladder is a whiny b***h and thus lost the argument on virtue of being an annoying little homosexual.
The game has a HUD marker for intractables. Give players the option to make that yellow and you'll get an accessibility prize at the game awards. Yellow paint is fine for those symbol puzzles but it's stupid everywhere else.
>Artists use their bachelor's of arts degree to make really real real smooth textures out of brown and dark grey >But it needs shadows! Needs more shadows! >Smoother! Greyer! Darker! >No one can see shit because what you can make in UE4 looks decent as a sole model, but they never thought to look at things next to each other >And then someone says "oh snickerdoodles, we may have goof'd, by golly" >Do we go back and redo everything we all independently decided to make dark and bland and then even darker? >Frick no! That's work and effort! >BRIGHT YELLOW PAINT! IT SPILLED ON EVERYTHING IMPORTANT!
No one is mad that it's yellow. They're upset that they needed to resort to puke yellow as a quick fix-it instead of making it right.
>hyper realism leads to visual clarity going down the shitter
Nothing wrong with paint indicators. Visual clarity takes priority over literally everything else.
If the game has all ladders climbable then it's unnecessary. If it needs to make it clear it's the way to go, then use something but that amount of paint is excessive.
They are both incorrect and correct. The problem is that games have become more visually complicated and filled with way more objects in general.
Furthermore older solutions no longer work as well as they used to - RE4's breakable crates used to not interact with lighting whatsoever. It was noticeable but not too jarring because graphical fidelity back then was not as high. If you tried that same solution now it would look like complete shit. The yellow paint is an attempt to make it diagetic while still solving the problem, but then you have the problem as shown: Why the frick is everything covered in yellow?
Lmao cope. Sure there were less objects in old games but because of the shit graphics a lot of the time you couldn't even identify what that object is, now everyone can easily understand what object they are seeing and use irl world logic to find your way.
>Furthermore older solutions no longer work as well as they used to
No, they do, you just need to balance the colors properly. Or if you want other ladders that you can't use, break their steps, make them unstable, you have all this HD crap and yet can't do basic logical thinking.
It should be a requirement that all game devs must beat a Layton game without hints before they can make a game so they can develop logical thinking skills.
>it's easy to not see unless the paint is there
You can make it look less obnoxious and balance the colors. Or are you the kind of sped that struggles to follow along with Dora the Explorer?
Neither. If the devs didn't set a precedent that you can't interact with most things in the environment then the yellow paint wouldn't be needed.
So it is necessary.
But it looks ugly.
My conclusion: Leon is a bawd and should warp his lips around my wiener.
Just make all the interactive ladders a uniform color. Problem solved.
>Just make all the interactive ladders a uniform color.
like yellow!
If they were solid yellow it would be fine because you could say they were just manufactured that way but having yellow paint splattered on makes no sense, who was going around throwing paint at all the ladders? If there was a guy in the game running around splattering shit with yellow paint for whatever stupid reason, I’d excuse it.
Absolute brainlet post
Not really, I think it’s an intellectuals though process at work. If you told me why you thinks it’s dumb I might take you seriously. Yellow paint splattered on everything makes no sense in the context of the game, sorry!
>every minute detail must have context and clarity for its being there.
>fabricated yellow ladder == good
>painted yellow ladder == bad
First, it doesn't even matter why. Second, it sure as shit is just as canonically sound if it were fabricated yellow in factory or if some Black person painted it yellow. Literally how is there any discernable difference here? Both are purely hypothetical even. This shit frustrates me anon.
>This shit frustrates me anon.
Because you are moronic and I am smart, sorry I didn’t clarify this earlier. That being said I concede on account of the fact I didn’t even play the game.
>Leon is a bawd and should warp his lips around my wiener.
That's not how you secure the Redfield bloodline, Chris.
good game design would be using proper lighting and framing to make it obvious that you need to climb the ladder
splattering cum over every interactable object is a shitty way to do it
Hello I'm here to schizo rant about lights.
>good game design would be using proper lighting and framing to make it obvious that you need to climb the ladder
I'm of the same opinion but 'realism', especially photorealism, has been a fricking disaster for level design. The use of lighting for style, mood or ambiance is a dead artform in AAA video games; nowadays the lights have to go where they would go in real life, and they have to bloom and bounce off every reflective surface and everything has to blend into a radiant fricking soup.
This example could very easily be solved by darkening the level and adding torches or candles or sconces by ladders etc. to highlight the main routes, but with how bright and flat modern lighting is those light sources probably wouldn't even stand out.
Not to mention the performance hit from the post-processing bullshit from all the sources of light you'd need. So many fricking games lose frames from flaming torches now, holy frick. Unless you're making something like Cyberpunk that's meant to be flooded with light pollution, there's no excuse for how bloomed to frick many modern games look nowadays.
The player. The dev shouldn't need to make a world where working ladders are marked, because if you place a ladder on a map it should always be climbable.
So it's not the player at all then.
It's necessary for the turbo mouth breathing moron audience
>still seething
YIIKes
Jesus christ this hack tried to go on the route of "it's bad on purpose lmaoo"? What a fricking joke
>No More Heroes
>God of War 3
>yiik
>developed by ackk studios
>ick
>ack
was the entire game one big mockery?
This is a guy who likes murakami so much he 1:1 inserted a murakami quote that was nothing but scenery detail. He is the worst kind of creator; arrogant, unoriginal, and amateur.
Lmao, your game was just shit and you and your brother are hacks, you homosexual
Reading Murakami doesn't make you a genius
You can still make that game. Nothing is stopping you. You just won't make money on it, which is the actual problem this wienersucker is complaining about.
>Make a story about growth and self-reflection where the main character is a self-insert to tell your own story about growing up
>You're a white dude who grew up in the suburbs and has never experienced hardship
>All of the side characters are mouthpieces and handpuppets for various political and personal soapboxes, none of which have any agency or presence of their own because, again, the writer is a coddled moron who hasn't actually lived anything real
>The main character doesn't actually grow or develop in any tangible manner because the entire game is fixated on derivative gimmicks and subverted expectations
>Everyone hates the main character and thinks he's a tool
>The main character is you
>"a-actually it was supposed to be bad, you just didn't get it"
>>Make a story about growth and self-reflection
and guess what doesn't happen in YUK
Gamers are a bunch of morons though, he's right. Art is a higher IQ pursuit and since games are products created for fricking morons, the art put into them is kind of wasted. The sheer amount of times I see gamers claim a game has "bad writing" because a flawed character has a flaw is just proof of this. We are still in the mindset of Contra or whatever where the characters have to be moral absolutes.
He's wrong because YIIK isn't art. He made a shallow facsimile of "indie culture" by trying to ape off of Earthbound, Yume Nikki, Persona, and numerous other popular or "cult" RPGs, and then shit his diaper when his targeted playerbase didn't magically fill in the gaps for him and interpret his shallow excrement as "art"
Art is something with intention that provokes thought. There's nothing even remotely thought-provoking about indie pixelshit literally marketed as "a cult classic" before it's even released.
Tons of games reach that bar. YIIK didn't. Cry about it.
Bad art is still art.
Sure, but you can't go on a podcast and bawl your eyes out in a screeching rant about how gamers don't "get it" when the thing you expected them to "get" is a pandering mess of shit with no real depth or themes.
Bro the main criticism of that game was that the MC was a bad person, which was intentional but gamers cannot break out of I AM LAWFUL GOOD HERO I CANNOT BE FALLABLE. It's the same shit with spec ops, you guys are infantile in your ability to appreciate writing or art.
There's several mangas with villain protagonists that seem to do well, hell even death note. I can't see why a villain protagonist game can't work. Hell undertale/deltarune both have villain protagonist routes.
>those elements... mixed together... are definitely like a sauce.
Yiik man is right, the chorus of untouchables rallying against him only affirms what he says.
Did you pay/beat Yiik?
Based, YIIK is certified Ganker kino and everyone should at least experience some of it.
>this is good game design by Twitter standards
environmental storytelling
Drowning every interactable object in bright yellow immersion-breaking jizz is insulting
in the original game all areas were basically empty which makes crates and barrels pop out and much easier to notice (also the contrast in breakable is higher), with modern graphics all areas are highly details which makes it hard to notice intractables thus the yellow paint, it's a good design decision no matter how much you guys pretend it's bad
so, to fix modern games, we need to remove details?
>making the areas highly detailed is bad game design?
No? how is that even a conclusion? high detail is more impressive and entertaining because it brings more life your universe, but it doesn't come without consequences obviously, loss of visual clarity is one of them and their solution was yellow paint
If high detail necessitates yellow paint then it's bad. This isn't difficult to follow anon.
>with modern graphics all areas are highly details which makes it hard to notice intractables thus the yellow paint, it's a good design decision no matter how much you guys pretend it's bad
They already have the intrusive HUD prompt whenever you get within 5 meters of it, what's the point of having 2 kinds of marker?
Or you could just use your eyes to see the ladder. How frick do you function in real life?
We understand the justification, but the execution is still bad and you are dumb for accepting it.
Wouldn't that mean that making the areas highly detailed is bad game design?
yes, Bayonetta 1's art direction because the gray backgrounds don't interfere with the angel's outlines or colors. Bayonetta 2 looks much prettier because the backgrounds are colorful and detailed, but it makes the enemies in certain areas harder to see, or tell what they're doing. The boss fights against Baldur were particularly bad because the stage is moving, the camera is moving, there's constantly shit going on in the background, and Baldur is moving really fricking fast amidst it all.
>Equating '''''''details'''''' with detail.
Imagine editing in a bunch of Bethesda games clutter and wooden barrels into all the dark or empty spaces in pic related.
Then you add yellow arrows pointing past all the clutter to the actual subject of the painting.
Studios always resort to 'more' because shoving in more garbage is a hell of a lot easier than finding truly great artists/art directors.
prompt?
We understand the justification, but the execution is still bad and you are dumb for accepting it.
>try to climb ladder
>slip on the wet paint and die
😀
>Try to use ladder
>"Can't, the paint's not dry... Yet."
>have to watch paint dry to progress
Kino
There should be an obligatory iq test for someone to be allowed to use the internet
this guy has to be trolling. pokemon is a literal baby game
idiots on the radio today were talking about new words for poop and nerf toys. grown men on normal ass radio
He’s right.
this man is complaining about a baby puzzle for babies that's on the way and plainly visible from the mandatory progression path and there's even an NPC who tells you about the item who was added in the remake specifically for morons like him
you are a disingenious Black person that needs to shuyt the frick up while the asudlts are talking
Please sir there's no needful for all this insultness
>can look at this and immediately see the solution
Some folks are just stupid.
>playing games with your bros
>>hey senpai I found an item in this cave over here, check it out if you go to that area
>you and many others who think of themselves as stupid are smarter than most people
>achieve nothing because you aren't totally delusional and doubt yourself
in all my years I've seen thongs that alter the dial slightly but nothing that has ever once changed this perspective on the world.
It's peak midwit design, so a game dev goes to gamedev school and they tell you something about ludonarrative dissonance, but also you want to highlight the interactable objects so the clear 500IQ move is to paint all the interactables with yellow paint, it's technically justified in the game world, right?
Better yet, paint everything in the game world in yellow paint
>as a kid video games would expect me to press A on a wall just because it looked slightly different than a normal wall in order to progress
>had no problem with it, made me feel like a real adventurer
>modern games have to highlight a fricking ladder with bright yellow paint so you know that you can climb a fricking ladder
If you have to use yellow paint to give players direction then you should fire your environment artists.
Devs usually draw the players attention to interactable points of interest with clever lighting and texture work.
But this is just lazy.
The art in game design is making the user do exactly what you want them to do without them noticing that they are being lead by hand.
I think using light to highlight the way forward is typically more subtle and tasteful than the yellow paint.
>obviously a crate is breakable, a ladder climbable
>This gibus-wearing giga moron blows tw*tter "game designers" the frick out merely by existing
The yellow paint is a weird way to telegraph things in the remake. They should have just had torches to bring your attention to the ladder in this example. Breakable boxes and crates should have a different design than unbreakable ones (I believe the original RE4 did that).
>back country village in spain
>they have neon yellow paint that's always partially applied
Good game design, Capcom hire me
I miss when interactable objects were shaded differently than the world around them, giving a clear sense of "this is important"
like old cartoons where you knew a background object in the front cell meant it was going to move
Impressive for 2006 but I felt the game had aged badly. The remake removed the parts that make reruns a pain in the ass, but the overall game is boring. Evil Within (And any other post capcom Mikami game) >>>> capcom's Resident Evil post mikami
Who gives a shit? the remake is still harder than the original in every way, but mediocre people love to take pride in doing mundane things like sorting an inventory or breaking a barrel that doesn't have yellow paint, wow anon you're so good at videogames, a barrel in empty map and a barrel is a highly detailed map are totally the same
>implying you don't get filtered by inventory management
>Oops I pressed Alt again and made a troonycord seethe
what? if the briefcase had 6 slots for items like in RE1 you know damn well you would be seething
>character has 8 times the movement capabilities as original
>enemies move at the same speed and there are less of them
>bro its harder in the remake though because....
They should have just kept this for the game journo difficulty, then both the morons & the tryhards would be happy
It's so they can add a ton of detailed objects in the environment without forcing the player to knife every single thing in the game hoping it breaks for an item. Not that hard to understand
if you're on Ganker, you should know that the answer is
>for the new, moronic, "perfect consoomer" audience that came after gamergate
stack up those subscriptions, boys and girls of the new main demographic; people who don't usually play games as well
Do leftoids really need yellow paint to know what things are? What do they think when they see a normal ladder? Does their mind just explode or something?
It's because they don't have enough food because because communism
Leftoids don't even know what a man or a woman is.
Fug all that yellow splat. It should piss people off but they refuse to be offended
Yellow markings/paint should be an accessibility option or just be allowed to turn it off when you start a new game, it's so simple and I don't know why they don't do it
Having yellow paint catch your eye in a subtle way was a smart design choice in Uncharted 2. That game was really vibrant and colorful in general, thus it never shatters the immersion and it doesnt't feel condescending or lazy. In RE4 Remake it stands out like a sore thumb. Having a ladder or a wall smeared in yellow stands out way too much in the otherwise desaturated locations. It feels like Louis or Ada scouted the road ahead of Leon, throwing buckets of paint on all the important shit. It's insulting that Capcom has so little faith in the average gamer.
>It feels like Louis or Ada scouted the road ahead of Leon, throwing buckets of paint on all the important shit.
>DLC
>part where luis literally does that with spray paint
>the entire section is linear
capcom please.
>treating your playerbase like morons is good game design
Seems to be the consensus in AAA game design
back before ray tracing there was dramatic lighting for effect.
also frick games that mark what ledges you can climb by making edges lighter or whatever. if you put in climbing put in fricking climbing
Good game design masks mechanics into the world in believable diegetic ways so the player's attention isn't drawn to them. Painting everything yellow does the exact oppossite, and OP is a fricking gaygor for looking for Twitter screencaps to find sub-IQ bait.
The only people thinking yellow paint is good design are the same people who'd need to wait for Dora to point out everything. These are the same people going on about maturity in gaming.
If someone ends their post with lmao on twitter they are almost always wrong and a fricking homosexual.
Unfortunately there will be somebody that won't see that ladder. Justifying the need to do "light directs the player" that good games usually do. Why Capcom felt the need to exaggerate it so hard is beyond me. Its not necessarily bad but its a little ridiculous. Especially because the game is very tightly designed that I don't understand how you could get lost to begin with.
put some blood footsteps or smeared dirt leading to the latter not hack-job paint.
back in the day kids pulled dwemer puzzleboxes out of their buttholes
Yeah but also by the time you probably see this ladder, I believe you've already climbed a few so you should have been taught "ladders mean there is something above me". Literally you are forced to learn that its a possible escape option from mobs in the village.
I wouldn't be surprised. If you ever read about Valve's designing Half-Life 2, you learn very quickly how stupid playtesters are. they are very intentionally it seems the worst of the worst.
I mean you're right. I don't know if its a pride thing or whatever but devs seem to not want to ever have a moment in their game where somebody can't progress because they are too stupid to connect the dots, though. But I 100% agree with you.
Feels like an overcorrection to moronic playtesters. Kinda like how Kojima created Raiden because japanese school girls didn't like Snake. The devs don't cater to the original fans, as they know they already have them hooked. So instead they go for broad appeal, turning good series into slop for normies.
What's wrong with letting them run around for a bit longer until they manage to find it themselves? If they really get stuck there's probably 6000 videos of the same area already posted by now they could pull up.
There will also be people who get stuck dying to bosses & common enemies too, nobody wants a button that would skip them, yet somehow skipping the need to actually explore your environment is fine.
Geez I wonder which one of these I can actually move....
every single RE game had these kind of things,moron
Having a "code", in a manner, to tell the player what is interactable and what isn't is a good idea. Having it be so mindlessly obvious is not. The problem is not the concept, it is the execution. Ideally, everything would be climbable, but realistically that's not the sort of game you're trying to produce so you will want to telegraph what objects you can climb up/over and which ones are obstacles to get around.
I mean, having an enemy climb down the stairs which you can easily shoot would tell you, very clearly, that the stairs are usable. This could easily have been the "code". The fact that they decided Mr. X had to piss yellow paint all over the walls as a signpost is just laziness in comparison.
they could have just made the ladder red
breakable boxes and barrels could have a different design
etc etc
The game has a shit-ton of settings, all from infrared scope colors to motion sensor camera. Why can’t you turn off yellow paint in the settings? It’s an obvious question of preference. They must be aware of the complaints.
it might have felt subtle and fresh 20 years ago but now it has the opposite effect. The intention couldn't be more clear and less subtle than this to the point where it would be preferable to just indicate it to you with a meta game indication, and preferably you should be able to turn it off.
Haha they charged you for formerly free shit and you fricking bought it!
The dude has the right idea but yellow paint like that is terribly lazy execution.
Oh so this is why every climbable wall/ledge in other video games have cum smudged on them?
>The same X screencap thread AGAIN
have a nice day you fricking subhuman
80,000 gay zoomers smugly nodding along. God forbid they spend 30 seconds fricking looking around in your video game before looking up a youtube guide. What a moronic fricking, coddled generation that is the cause of every game having giant waypoints and GO HERE moron paint.
The sheer success of Fextralife and wikis just shows how at the end he is right, the moment that gaming turned 40 years it has to cater to wagecucks/fathers that don't have an entire afternoon trying to "troubleshoot" the game, its just paint at the end, its not Kratos's son yelling the solution or "remember that card" from Bioshock Infinite.
if those boomers are too moronic to know that a ladder is usable without yellow paint then they should fricking stop and stick to movies.
You will be there zoomer, but don't worry, the games that don't cater for the old audience will still be there, Classic Resident Evil died when RE4 released and Fake Resident Evil died with 7, its not like another death because zoomers can't handle paint would kill Capcom nowadays.
Boomers were figuring out terrible directions from mistranslated messes before you were even jizz in your father's balls.
It's not boomers, it's casuals in general.
>in bioshock infinite the entrance to columbia is randomly hidden in a tower and u have to solve a bell puzzle to get there and its completely mandatory for beating the game do u kno how shit it is when things arent telegraphed
>WAIMENTDATCAHRD
an unclimbable ladder and an unbreakable box are bad game design so by proxy nes is correct
>I can clearly see it 3 meters away! We dont need no paint!
Ok moron, what about 20 meters away when it just blurs with the rest of the wall?
Then you get closer. Why wouldn't you? It's an area of the level you haven't explored yet.
Maybe try walking to the spot you haven't been to before in an attempt to progress, like how most video games are played?
make it fricking steel and not unreal plastic
have fricking sunlight glint off of it
It's not good world design since nothing is painted yellow.
Both, to a certain extent, are correct.
Level and visual design should be good enough that the player is able to discern objects of interest without artificial highlights, detective vision or what have you, but if level designers are for whatever reason unable to achieve this goal (it takes skill and knowledge) then by all means just have some pajeets apply some crude highlight because your shit game is going to sell gangbusters anyway.
Yes, ideally, it should be completely okay to let a player get lost due to not having the foresight to interact with some place in the world they don't immediately discover, unfortunately video games are created for a large, wide market of people and the people are moronic.
>Miyamoto Musashi profile name
>game design should cater to the lowest common denominator, figuring things out yourself is unnecessary
total twittergay death
According to gamers this is bad world design
Are you really comparing something that is an emergency, which you left the name of, to sneaking into a dangerous place that very little people return to but there happens to be convenient paint to tell you where to go so you're just following someone else's path? There should be a hint of where to go but it has to make sense in the world they are presenting.
But I liked Mirror's Edge
what if instead of painted red, they had haphazardly been splattered with red paint
remove the sign and splatter the door with yellow paint and you have an actual argument
Doesn't the map screen already put a marker on whatever you need to interact with too? Along with the HUD marker that shows if you're close by, if you still need help after all that maybe you should just pass the controller to your caregiver instead
Being so grotesquely signposted to makes me feel patronized.
bring back crimson heads
Making important objects and ways forward stand out is good game design.
Covering them in yellow paint is lazy, moronic and immersion breaking.
You're basically calling the player moronic by implementing this, and you're also teaching them to be moronic. of course a lot of people are reatrded, but don't encourage it
Obviously it's all about rwaching the widest market possible, but frick off
Musashi was literally a homosexual whose only verifiable action was tripping and falling
Its bad game design the devs are too afraid to let the player have to use their brain and notice theres a ladder and to go up to it and see if they can climb it. If you defend this you are moronic.
If a soulsborne game got released for the first time in the modern day then it wouldn't become a cult classic like it did back in 2009
of course it would,the reason it got popular back then are still true nowadays
Games in 2009 was designed for the exact same morons that the yellow paint was designed for.
Dark Souls was beloved partly because it decided not to design its game for the lowest common denominator.
>Yellow Paint of moronation
lmao I still can't believe this shit is real
If the alternative would be highlighting interactable items with an outline or whatever like Deus Ex I'd rather take the obvious color coding
Effectively its the same as important shit being painted red in Mirrors Edge
Mirror's Edge did need hinting. The object is to run, you don't really get time to explore and pathfind while being chased and shot at. And the majority of the environment is flat white, so without some suggestion you would just fall hundreds of times over the course of the game.
It’s important and good in mirror’s edge because that game is all about speed and flow. So anything that maintains that is good.
Different games call for different solutions.
They can make the ladders stand out without yellow paint spills.
Don't include ladders if they aren't clamable, for one.
Or just make them factory painted red, or green. Why does it have to be a literal paint splotch accident?
Or stick on handguards that are a different color
literally no one in this thread actually cares this much about paint on a ladder
Valve playtesting showed that you literally do have to light up everything with neon lights for the drug addicts in society to pay attention. As for this argument, the guy b***hing about a ladder is a whiny b***h and thus lost the argument on virtue of being an annoying little homosexual.
This morons would absolutely shit themselves if they ever have to play Half-Life 1 or 2.
YIIK is funny to me, THOUGH. For the effort and the shittiness, it absolutely slays me. c**t.
?si=gBznLI7tZ3U4pRfk
It really is indie hell.
>YIIK I.V
>coming 2023
The game has a HUD marker for intractables. Give players the option to make that yellow and you'll get an accessibility prize at the game awards. Yellow paint is fine for those symbol puzzles but it's stupid everywhere else.
>Artists use their bachelor's of arts degree to make really real real smooth textures out of brown and dark grey
>But it needs shadows! Needs more shadows!
>Smoother! Greyer! Darker!
>No one can see shit because what you can make in UE4 looks decent as a sole model, but they never thought to look at things next to each other
>And then someone says "oh snickerdoodles, we may have goof'd, by golly"
>Do we go back and redo everything we all independently decided to make dark and bland and then even darker?
>Frick no! That's work and effort!
>BRIGHT YELLOW PAINT! IT SPILLED ON EVERYTHING IMPORTANT!
No one is mad that it's yellow. They're upset that they needed to resort to puke yellow as a quick fix-it instead of making it right.
>hyper realism leads to visual clarity going down the shitter
Nothing wrong with paint indicators. Visual clarity takes priority over literally everything else.
>devs drawing attention to interactable objects is le bad
>the devs have to draw attention to the interactable objects because not all objects are
That’s the real bad game design here.
If the game has all ladders climbable then it's unnecessary. If it needs to make it clear it's the way to go, then use something but that amount of paint is excessive.
It's really sad to see Capcom fall this low when they used to be the kings of "figure it out yourself moron".
They are both incorrect and correct. The problem is that games have become more visually complicated and filled with way more objects in general.
Furthermore older solutions no longer work as well as they used to - RE4's breakable crates used to not interact with lighting whatsoever. It was noticeable but not too jarring because graphical fidelity back then was not as high. If you tried that same solution now it would look like complete shit. The yellow paint is an attempt to make it diagetic while still solving the problem, but then you have the problem as shown: Why the frick is everything covered in yellow?
Basically you can't win.
Lmao cope. Sure there were less objects in old games but because of the shit graphics a lot of the time you couldn't even identify what that object is, now everyone can easily understand what object they are seeing and use irl world logic to find your way.
>Furthermore older solutions no longer work as well as they used to
No, they do, you just need to balance the colors properly. Or if you want other ladders that you can't use, break their steps, make them unstable, you have all this HD crap and yet can't do basic logical thinking.
It should be a requirement that all game devs must beat a Layton game without hints before they can make a game so they can develop logical thinking skills.
LEON!!
We have to gatekeep video games from these idiots. At least make them feel ashamed for choosing easier difficulties.
yellow paint visual shorthand for interactable
I have no problem with it, only hipsters would complain
Why people don't understand that a character is a chacarter and a story is a story? Seriously, what happened?
Just do what gears of war does and have interactable objects have a feint white glow quickly flash every couple of seconds:
it's easy to not see unless the paint is there
god, Ganker is so fricking stupid its amazing
>it's easy to not see unless the paint is there
You can make it look less obnoxious and balance the colors. Or are you the kind of sped that struggles to follow along with Dora the Explorer?