Why are modern game designers so bad at their jobs?

Why are modern game designers so bad at their jobs?

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  1. 7 months ago
    Anonymous

    There's just very little care, passion or talent in the game industry these days.

  2. 7 months ago
    Anonymous

    Because you know damn well if a game didn't tell you explicitly what to do, you homosexuals would sperg out on Ganker like "OMG THIS GAME IS TROONSHIT IT LITERALLY GIVES YOU NO DIRECTIONS HOW IS ANYONE SUPPOSED FIGURE THIS SHIT OUT THIS GAME IS Black personBAIT IT'S IMPOSSIBLE"

    • 7 months ago
      Anonymous

      except there is no example of your post ever happening, when OP's picture describes a video game that exists today. In fact just looking at the Void stranger threads proves you wrong.

      • 7 months ago
        Anonymous

        It literally happened with DaS around both its original release and especially its PC release, "dishonest game design" and "artificial difficulty" is what posters called it at the time. It became such a popular topic that shitposters started using those buzzwords for other games, even fricking youtubers started using it and it kept creeping up in every single fricking Souls thread up to and including Elden Ring, at that point people avoided using the buzzwords but it was glaringly obvious that they were alluding to the same fricking thing in an attempt for (you)s.

      • 7 months ago
        Anonymous

        You're probably too young to remember, but that was a common critique of older games.

    • 7 months ago
      Anonymous

      Black personbait would be a very stupid game dumb enough that even they could play.

      troonyshit is when you have pronoun options in a game where your pronouns are never mentioned because pronouns are used in thirdperson appications when talking about someone else.

      Falseflag harder.

    • 7 months ago
      Anonymous

      I rant when it's the opposite.

    • 7 months ago
      Anonymous

      I've never seen this happen, ever. And any homosexual that tries gets rightfully called out for being the moron they are. You are a homosexual.

      • 7 months ago
        Anonymous

        Count yourself lucky then. That said, it also depends on types of games you're playing. Most games now a days especially make where you need to go very obvious, be aspects of the environment that are out of place, way point markers, or whatever. That said, the less the game requires you to move in any direction beyond just forward, the less they need those aspects. Games with more vertical elements can be much harder to navigate if not properly shown what you can/cannot interact with or if environments aren't diverse enough.

    • 7 months ago
      Anonymous

      not really
      we see morons complain about how you "have to make your own fun" or "it's impossible without a guide" but everyone knows it's just salty shitpost

    • 7 months ago
      Anonymous

      You only need to be told once about things like breaking crates and climbing ladders. Usually this is done in the first or second level so you know about the mechanic.
      What you don't do is plop a crate to break or a ladder to climb halfway in with none prior and expect players to do so as there was no indication to do so prior

    • 7 months ago
      Anonymous

      nah

    • 7 months ago
      Anonymous

      And that's why things shouldn't be obvious. It filters those morons and drives them away from video games.
      Gatekeeping is a necessary evil.

    • 7 months ago
      Anonymous

      bg3 is very creative for mainstream standard and it received incredible reception as a breath of fresh air

      • 7 months ago
        Anonymous

        A large part of Breath of the Wild's success is that it was the first open world game that encouraged exploration for A LOT of people. Gamers legitimately don't know it yet but they are begging for challenge and adventure without handholding. Yet because they are so brainwashed by AAA games, they think that stuff is bad game design.

        • 7 months ago
          Anonymous

          He was talking about baldurs gate 3, dumbass.

          • 7 months ago
            Anonymous

            are you an idiot

    • 7 months ago
      Anonymous

      No.

    • 7 months ago
      Anonymous

      You've struck a nerve because you are correct

    • 7 months ago
      Anonymous

      >how were you supposed to know to rotate the claw and read the symbols
      >how were you supposed to know to use a powerbomb in the glass tunnel
      >how were you supposed to know you had to dive into colgera
      >how were you supposed to know what glass him meant
      >how were you supposed to know you could spare toriel
      They hated him because he spoke the truth

    • 7 months ago
      Anonymous

      Yw
      N
      baw

  3. 7 months ago
    Anonymous

    What a dumb image, games nowadays are so over the top filled with details that unless every object is intractable there is no way you would be able to identify what is important in an area in the last image, which is incredibly disingenuous because of its absolute lack of detail.

    Games SHOULD let you know what is background scenery and what isnt, they should just be not obnoxious about it, which is why 2003 is the best there.

    • 7 months ago
      Anonymous

      >Games SHOULD solve all their puzzles for you!
      Why stop there? They should also kill the bad guys for you, beat the bosses and hand you the best gear with no effort!

      • 7 months ago
        Anonymous

        There's already Korean games that completely play themselves and they're really, really popular. It's only a matter of time before western developers catch onto this.

        • 7 months ago
          Anonymous

          Vampire survivors is the start of this in the west
          I fricking love idle games so i can't complain though

      • 7 months ago
        Anonymous

        >Games SHOULD solve all their puzzles for you!
        Finding a crate amidst a thousand of other non-interactable objects isnt a puzzle though, unless you are actually creating a prop hunt game, in that case you should market your game accordingly, as a puzzle game where you try to find the correct object for the situation between 1000 of them.

        But the parody here isnt from a prop hunt game now it it?

      • 7 months ago
        Anonymous

        jesus christ you homosexuals are so goddamn melodramatic about everything, absolute woman behavior

      • 7 months ago
        Anonymous

        Holy shit, 1st grade reading comprehension right here

      • 7 months ago
        Anonymous

        >figuring out which containers to bother opening is a “puzzle”

      • 7 months ago
        Anonymous

        Are you some kind of troglodyte that actually enjoyed mashing A on every prerendered background in PS1 RPGs to find secrets?

    • 7 months ago
      Anonymous

      >Games SHOULD let you know what is background scenery and what isnt
      imagine being this moronic. this post was made by someone that cant imagine an apple or someone without an inner voice or someone that isnt aware of objects outside his immediate view.

      • 7 months ago
        Anonymous
        • 7 months ago
          Anonymous

          the breakfast thing doesnt really fit imo. thats an autism test. the next meme after inner monologue and apple was object permanence.

          • 7 months ago
            Anonymous

            >thats an autism test.
            Autistics have an inner monologue. You're thinking of people with BPD.

          • 7 months ago
            Anonymous

            >thats an autism test
            No, it's a moron test.

        • 7 months ago
          Anonymous

          but i ate breakfast tho

        • 7 months ago
          Anonymous

          Internal dialogue is a midwit meme

        • 7 months ago
          Anonymous

          >how would you feel if i depicted you as a basedjack
          >but i wasn't depicted as a basedjack

    • 7 months ago
      Anonymous

      >unless every object is intractable there is no way you would be able to identify what is important
      You realize lilzoomer, that humans are not this moronic. Unless they're like (you) conditioned to be this mentally moronic. That you can't even play a videogame without constantly being told where to go what to do and how to do in bring bright boxes and fonts. You realize till the 360&microsoft ruined gaming videogames did not hold your hand and play the game for you. Because playing video games is about playing a game you know a video game doing shit solving puzzles trying stuff out having fun etc etc etc being creative using your head feeling accomplishment for doing something hard. Instead of getting cheevos every 5 steps for doing what the game tells you to do in full details.

      Frick me zoomers microsoft mobile(zoomers&insectoids) and youtubes ruined gaming.

      • 7 months ago
        Anonymous

        >Games SHOULD solve all their puzzles for you!
        Why stop there? They should also kill the bad guys for you, beat the bosses and hand you the best gear with no effort!

        morons. this has nothing to do with puzzles or difficulty, it's the reality of graphical fidelity. yeah no shit you didn't need anything to find what's breakable in half life because the room had 3 boxes in it that all looked the same.

  4. 7 months ago
    Anonymous

    I should probably make a video game.

  5. 7 months ago
    Anonymous

    Why are you unable to understand that your average normie gamer is not the most aware?

  6. 7 months ago
    Anonymous

    I want a game to be advertized as "A game made not for gamers, but for people who love video games" where it's basically a Ps1/Ps2 game with modern graphics

    • 7 months ago
      Anonymous

      Play Nomura games
      FF Origin
      KH
      NEO TWEWY
      Even FF7R to an extent
      all are essentially that
      Yakuza as well I'd say

      • 7 months ago
        Anonymous

        I'm a big fan of Nomura and his work
        I still have to play FF Origin, though
        But I've already played all the rest of your list

  7. 7 months ago
    Anonymous

    somebody post that clip where the GOW devs use DSP as a measure of intelligence

    • 7 months ago
      Anonymous

      not a clip but

      • 7 months ago
        Anonymous

        >GDC
        Frick GDC. That shit is the reason video games suck ass now more than anything else. Turning video games into some sort of educational, "lifelong learning" bullshit ruined the medium. Fricking hate conferences. Nothing good has ever come out of them.

        • 7 months ago
          Anonymous

          GDC is great. It's moronic devs telling you, completely openly, about how moronic they are. Or suits openly admitting to how scummy they are. Nothing about the games that come out would change without GDC, we'd just have less insight (confirmed insight anyway) into the industry.

        • 7 months ago
          Anonymous

          maybe you should get a job instead of whining online so you can realize conferences are just boring, there's nothing to hate

      • 7 months ago
        Anonymous

        GDC sucks dick nowadays.

      • 7 months ago
        Anonymous

        modern games are made with DSP in mind. that means if Gankertards are ever complaining about being stuck in a video game then they are worse than DSP.

      • 7 months ago
        Anonymous

        So this is what DSP meant when he kept saying thanks for the views you worthless humans. He was talking about the gamedevs studying him on how to make a game not to hard for troglodytes.

      • 7 months ago
        Anonymous

        How can one man be so based? I don't know much about DSP, but I do know he placed well in a SF2 tournament, jerked off on camera without punishment, and is apparently the peer model for gamer intelligence.

  8. 7 months ago
    Αnonymοus
    • 7 months ago
      Anonymous

      This. Got to go back to 1993 in order to get games that respect your intelligence.

      • 7 months ago
        Anonymous

        You are in a room. The room has no lamps or candles, but there is a single window letting in some light. Exit to the EAST.
        There is a medium-sized wooden CRATE on the ground. It looks breakable.

        >

        • 7 months ago
          Anonymous

          EAT CRATE

          • 7 months ago
            Anonymous

            Don't know how to "EAT" something.
            >

        • 7 months ago
          Anonymous

          frick crate

          • 7 months ago
            Anonymous

            >You don't have to use the word "frick" in this game

          • 7 months ago
            Anonymous

            Don't know how to 'FRICK' something.

        • 7 months ago
          Anonymous

          >GET YE FLASK

          • 7 months ago
            Anonymous

            You cannot get ye flask

            • 7 months ago
              Anonymous

              >GET YE FLASK

            • 7 months ago
              Anonymous
        • 7 months ago
          Anonymous

          Kill jester

          • 7 months ago
            Anonymous

            With one well placed blow you cleave her skull.
            Sam waits.

      • 7 months ago
        Anonymous

        Games back then didn't litter entire rooms with a shit load of pointless doodads and PhysX objects.

        The original RE4 is a good example of proper world design: All the barrels and crates that can be broken stand out because they're basically the only non background object. Everything else is just like piles of rubble or broken machinery or whatever that obviously serves no gameplay purpose beyond fleshing out the environment or forming the outer boundaries of the level.

        Nowadays environments are cluttered with so much shit to seem "realistic" and "lived in" game designers feel obligated to put an arrow over an item or a highlight of some sort on it, because otherwise it becomes extremely easy to miss items or interactible objects without it. You get overloaded with pointless decorative shit and your eyes glaze over from the information overload.

        • 7 months ago
          Anonymous

          They don't need to worry about that anon. Think of it this way
          >I go into the bathroom to brush my teeth
          >oh wowzers there's so many objects in here hope my toothbrush is yellow
          No lad I just go grab the toothbrush. I knew what my "objective" or "quest" was it doesn't matter how many useless clutter objects are in the room I go into.

          • 7 months ago
            Anonymous

            This comparison is moronic because you live in this world and you are yourself in this scenario. In a video game you're controlling a separate entity that often has more complex goals than "brush my teeth" and whose goals might require steps more abstract than simply "grab toothbrush," on top of having knowledge of the in-game world that isn't always going to be 1:1 to what you as the player might have.

      • 7 months ago
        Anonymous

        Honestly there's some features missing from some old games that can add to the experience. Played ultima underworld for the first time a while ago and it was genuinely fun to keep my own journal to write down all the info and objectives and secret spells and shit I'd find. Wouldn't want that from every game, but it'd be fun if there were some focused on that kind of thing.

    • 7 months ago
      Anonymous

      >this crate is breakable.
      it would tell you this in the instruction manual and leave it at that. at worse there would be 1 tutorial at the very start of the game.
      you wouldn't have yellow tape or stupid shit like that on every crate.

    • 7 months ago
      Anonymous

      Worst bait

    • 7 months ago
      Anonymous

      nah, '03 needs to be spinning or bouncing.

  9. 7 months ago
    Anonymous

    >the average normie would be dumb enough to not realize you can break the crate for supplies until several hours in when they accidentally discover it
    >the average game is also so full of clutter you have crates that can be broken, and similar crates that can't be broken (same shit with drawers) because devs can't into proper environmental design

  10. 7 months ago
    Anonymous

    2003 is the best version and anyone who says otherwise is a moron.
    Video games should always prioritize being games more than anything else.
    2013 and 2023 are both chores where the game demands you break that box, and the future one is unironically the worst because it prioritizes realism on top of breaking a massive rule of game design being ambiguity.
    Not everyone is going to assume a crate is breakable or not. Plenty of crates in games are just there for decoration and can’t be broken, so it can be very easy for anyone to ignore them.
    Also it’s more than likely that the future example is “selective” interactable crates because making every crate breakable with items inside would be far more work and taxing when you consider that it’d have to be done with every crate.

  11. 7 months ago
    Anonymous

    Visual fidelity is raised to the point that you can't identify what is interactable and what isn't anymore.
    A smart developer would lead the player into interacting with an object "naturally" then let them realize that specific item is interactable from that point onwards, but intelligent design is hard so lol yellow.

    • 7 months ago
      Anonymous

      >Visual fidelity is raised to the point that you can't identify what is interactable and what isn't anymore
      Good art direction fixes this
      But buying up assets from all over and contracting everything out makes this impossible

  12. 7 months ago
    Anonymous

    The Evil Within had not so obvious breakable boxes. Dont know if most people knew that with how niche the game is.

  13. 7 months ago
    Anonymous

    >that guy who ran around in circles for thirty minutes during a Half Life 2 Part One playtest singlehandedly ruined gaming

  14. 7 months ago
    Anonymous

    you've very clearly never been in a Tomb raider 3 thread if you don't understand why games aren't made in a way that "respects your intelligence". Honestly, some of you morons saying this shit probably think back to Ocarina of Time as the "good old days" of respecting intelligence, rather than Tomb Raider, and would probably get filtered by exactly what you're asking, but would posture that it's good to stroke your ego.

    • 7 months ago
      Anonymous

      As someone who didn't have an N64 growing up, I played OOT recently. Can't believe how handholdy it is. It's utter shit. How is this shit the greatest game of all time?

      • 7 months ago
        Anonymous

        >No
        Yes

      • 7 months ago
        Anonymous

        Tendie game, that's all it takes. Remember tendiegays are a cult.

      • 7 months ago
        Anonymous

        >How is this shit the greatest game of all time?
        Tendie nostalgia and statistics. See, the N64 sold well but had a modest library. So you get a large number of people who see the same few games - Mario, Zelda, Smash, GoldenEye - as "the best". In contrast, ask people who had a PS1 back then, and the answers will be a lot more varied.

        Of course, pic related is the ACTUAL greatest game of all time, but lots of people don't know it because PC gaming used to be much more niche.

        • 7 months ago
          Anonymous

          >The subtle aliasing
          >Logo 20x as crisp as the rest of the picture
          >background is blurry and stretched to frick

          aw yeah.... peak SOVL

      • 7 months ago
        Anonymous

        Baby's first 3D game. It's Halo for Nintendogays.

  15. 7 months ago
    Anonymous

    The yellow tape/paint shit is purely a Resident Evil design choice, nobody else does and yet everybody acts like every single goddamn game in 2023 does it. It's the least worst option out there and I have to wonder what runs through the minds of people when they see a crate with yellow tape on it in RE4, do you just stand there and gawk at it for ten minutes seething how you identified a breakable box? Do you look at the splash of yellow on the ladders and have a mental breakdown because your immersion is completely ruined?

    Explain the autism against the yellow for me because as far as I'm aware it's just people being allergic to sensible game design.

    • 7 months ago
      Anonymous

      Babying the player. The game/environment design should naturally lead you to the end goal.

      • 7 months ago
        Anonymous

        The arrow is just fricking stupid, anyone that has enough braincells to get to that point in the game will obviously be able to tell where to go in a scene like that, most of the visual design in RE4R is just over the top since 90% of it can be figured out by just standing still, looking around and then following the more subtle clues that already exist in the level design, the rest can be solved using the GPS they added into the game, The designers just didn't seem to trust themselves or they were told to add the yellow tape by some higherup

    • 7 months ago
      Anonymous

      The backlash is because by trying to realistically incorporate the visual cue into the game setting, presenting it as something that physically happened in the world (everything conveniently got messy splashes of paint on it at some point), it's actually doing the opposite and drawing more attention to the contrived gameyness of the setting. Many less dumb solutions are available.

    • 7 months ago
      Anonymous

      You can do the same shit but make it look less moronic. Give the boxes an Illuminados stamp. Make the ladders into something like pic related where the sides are actually colored. The problem comes that it's super easy to come up with sensible solutions. The paint just looks like fricking shit.

      • 7 months ago
        Anonymous

        The ganados using fiber glass ladders would fricking dumb

    • 7 months ago
      Anonymous

      Its not boxes but Borderlands 3 does yellow paint for climbable surfaces.

      • 7 months ago
        Anonymous

        Here is an example of what I'm talking about.

        • 7 months ago
          Anonymous

          Good because it's not clear you could interact with this

          Horizon games do it too, also yellow.

          Shit because it's so clear that it's interactive.

          • 7 months ago
            Anonymous

            You would know if you played the game you can mantle onto about anything so you would know you could get on top of it, its only covered in paint because players might miss it otherwise.

        • 7 months ago
          Anonymous

          To be fair the game has pretty poor level design

        • 7 months ago
          Anonymous

          They don't do this because they assume you're stupid, they do it because the level designers create with no finesse, therefore someone has to go back and paint big yellow stains on everything.
          Don't get me wrong, they do assume you're stupid, but this is not a sign of that. This is a sign of a thousands of developers working on a single project with no possibility of coordination.

        • 7 months ago
          Anonymous

          they should've made a meta npc that yells about how he's been painting surfaces yellow because it's not clear they can be climbed, it would have been in character

      • 7 months ago
        Anonymous

        Horizon games do it too, also yellow.

      • 7 months ago
        Anonymous

        iirc Doom 2016 and Eternal also used yellow ledges and bars with green lights to point out what could be climbed up on, and this was constantly used to keep the player on the right path so they wouldn't have to check the map. Not that the levels were all that complex.

    • 7 months ago
      Anonymous

      mad max did it

      • 7 months ago
        Anonymous

        Mad max gets a pass because the enviroment is all the same
        Hard to make anything stand out when its all rusted or dusty

    • 7 months ago
      Anonymous

      Last of Us 1 was one of the first big games to do it. The way forward in every area is lit up by bright yellow stuff like caution tape and yellow ladders and all that shit.

    • 7 months ago
      Anonymous

      all naughty dog games starting from uncharted

      • 7 months ago
        Anonymous

        that's way better than how crapcom does it

        • 7 months ago
          Anonymous

          Yes, but

          The yellow tape/paint shit is purely a Resident Evil design choice, nobody else does and yet everybody acts like every single goddamn game in 2023 does it. It's the least worst option out there and I have to wonder what runs through the minds of people when they see a crate with yellow tape on it in RE4, do you just stand there and gawk at it for ten minutes seething how you identified a breakable box? Do you look at the splash of yellow on the ladders and have a mental breakdown because your immersion is completely ruined?

          Explain the autism against the yellow for me because as far as I'm aware it's just people being allergic to sensible game design.

          claims "only" Capcom does it

    • 7 months ago
      Anonymous

      Assassin's creed mirage has white paint jizz scattered all over walls/rocks because apparently the average player is too fricking moronic even when there's literally only 1 fricking path to climb up from.
      It was present in older games too but it was way more subtle to the point of the overwhelming majority of players not even realizing it existed until they read about it on the web.

    • 7 months ago
      Anonymous

      Don't forget...whatever the game is where you hunt robot animals and they made the protagonist look like that fat muck bang youtuber in the second game.

    • 7 months ago
      Anonymous

      Babying the player. The game/environment design should naturally lead you to the end goal.

      Elden Ring did it PERFECTLY using depth to determine player direction, down means deeper/farther into the dungeon.

    • 7 months ago
      Anonymous

      Dead By Daylight also has yellow tarp on certain vault locations. Funnily enough the Resident Evil map has them everywhere.

    • 7 months ago
      Anonymous

      >It's the least worst option out there
      have a nice day
      Even TLoU it so desperately tried to copy did better by just slightly altering the shading of intractable props.

    • 7 months ago
      Anonymous

      even mirrors edge paints climbable shit red, and although they make it look nice and it gels well with the style, the game is so much better with that disabled

    • 7 months ago
      Anonymous

      Everyone does it, but white paint for the "correct path" is more common than yellow for objects.

    • 7 months ago
      Anonymous

      Already done better

  16. 7 months ago
    Anonymous

    Why would I break a crate for no reason

    • 7 months ago
      Anonymous

      Why wouldn't you break a crate for no reason

    • 7 months ago
      Anonymous

      >Why would I break a crate for no reason

      Because previous games have established the convention that crates that look breakable are, and have something useful inside.

      • 7 months ago
        Anonymous

        If you're going to constantly remind me I'm in a game, you may as well put the stupid yellow outline in, since you've already given up on immersion anyway. If anything, expecting the player to mindlessly follow conventions is just as disrespectful.

  17. 7 months ago
    Anonymous

    or are modern players stupider?

  18. 7 months ago
    Anonymous

    Its californian QA testers who have never played video games who get stuck in a circle for 30 minutes

    Remember, it’s always about money.
    The more moron mouthbreathers without self awareness buying your product the better.

    They want the dumbest hood monkey to buy your game instead of new air jordans and make it go viral on worldstar tiktok like soulja boy did with Braid.

  19. 7 months ago
    Anonymous

    Amnesia The Bunker came out this year and basically looks like bottom-right if I'm not mistaken.
    I think this is really only a phenomenon with cinematic games for dumbasses.

  20. 7 months ago
    Anonymous

    homosexuals who cry about this are the same people who fail the Sally Ann test.
    There need to be clear indicators as to what is and is not interactive in the game world because shit is heavily abstracted - a very small number of objects in the game world are interactive, and the rest is static. Mashing the A button to try and interact with every inch of a room or attacking every wall in case there's some invisible trigger is extremely unintuitive and completely illogical.

    It is extremely unintuitive to have a world where 99% of it effectively does not exist while the other 1% is interactive but practically hidden without significant indicators highlighting it. Even those "old PS1 games" like RE use explicit camera angles, little shiny twinkles, 3D models that stand out like a sore thumb to highlight shit you can interact with. New games don't have the luxury of forcing camera angles to make a player look at a bookshelf or painting or desk or pushable box or a big fricking glowing red/green button or a text box telling you every important object on the screen after you type 'look'. The belief that shit was like that in 2003 let alone 1983 is farcical.
    Worse, thinking that obtuse design in some obscure past games was intentional let alone did something like "respect your intelligence" is unbelievably moronic.

    That "far flung unthinkable future" already exists, and it exists because games are getting to the point where you can interact with absolutely everything in the game. Every wall, every rock, every tree, every trinket can be picked up, taken, destroyed, created, used. There aren't any necessary indicators as to what can be interacted with because everything can be interacted with, and the interaction lends towards actual intuitive experimentation as to what works with what.

    • 7 months ago
      Anonymous

      I only play good games and good games are designed with interactivity and physics engines.

      When games had completely pointless features like flushing a toilet or turning on a sync or picking up a shoe.

      Games are interactive experiences.

      If the game is not interactive in as many ways as possible it a bad game and only made to make money. Nobody on the dev team cared to make it a living world.

    • 7 months ago
      Anonymous

      >It is extremely unintuitive to have a world where 99% of it effectively does not exist
      exactly.
      it seems like you are the one failing to understand other peoples perspectives; we arent complaining about how more idiots play games and need to be pandered to, we are complaining that devs are doing a bad job of designing games.

  21. 7 months ago
    Anonymous

    Baldur's Gate 3 is a game that respects your intelligence. Doesn't explain shit and just assumes you figure casting a fire spell on a patch of oil will set it on fire.

    • 7 months ago
      Anonymous

      yeah but wokeBlack persontroonyslop so that game is bad anyway.

      • 7 months ago
        Anonymous

        I'm not sure if you're being sarcastic.

  22. 7 months ago
    Anonymous

    You say that, but didn't a lot of people get stuck on Sonic 2 because they had to press up on the D-pad? Also, didn't valve simplify entire levels because their play tester couldn't figure out very obvious puzzles?

    • 7 months ago
      Anonymous

      With Valve they were obviously designing the game for morons and with Sonic 2 it was more that vidya hadn't been around for long enough for players to learn how to properly interact with them yet.

  23. 7 months ago
    Anonymous

    Stop playing AAA slop.

  24. 7 months ago
    Anonymous

    Because in any game with a remotely consistent art style, especially more realistic games, it's not immediately obvious what you can and can't interact with any more.

    Back in the day, the backgrounds and interactive objects were so blatantly obviously distinct from each other, you didn't need this shit.

    You'd have to be fricking moronic to not understand this from a game design perspective where your prospective audience maybe didn't grow up with 30 years of videogames and wouldn't, at a glance, understand "videogamey" things that are obvious to people here.

  25. 7 months ago
    Anonymous

    People really think the yellow paint thing is new? The Stanley Parable parodied them back in 2013.

    • 7 months ago
      Anonymous

      I'm an idiot for not getting that until now.

    • 7 months ago
      Anonymous

      Aren't markings like that a standard way to mark a path in some professional environments?

      • 7 months ago
        Anonymous

        No it isn't standard and it isn't normal.
        BUT, autists that grew up on Half-life specifically would think it is normal and the parody is of half-life.

        • 7 months ago
          Anonymous

          Actually I based it on VTMB

          • 7 months ago
            Anonymous

            Based dev guy. I still assert half-life being a big inspiration on why that stuff took off. It makes sense in a place like Black Mesa. Or if you have vampire abilities.

            • 7 months ago
              Anonymous

              Not a dev, I'm talking about what I based my near baseless assumption about floor markings on

              • 7 months ago
                Anonymous

                Oh, then yeah my claim is equally as baseless.

            • 7 months ago
              Anonymous

              Half-Life didn't do this shit. HL2 maybe, but the original Half-Life had good level design that naturally told you where to go.

              • 7 months ago
                Anonymous

                HL2 then. The clean ultra sterile look with colored lines leading to departments. A ton of people copied everything about HL series.

              • 7 months ago
                Anonymous

                HL2 put lambda sprays on everything you could interact with.
                It's like Valve saw people playing Sven Co-Op spraying objectives for other players and thought it was a great idea.

              • 7 months ago
                Anonymous

                oh wow, instead of yellow paint, it's just green glowing poison juice

              • 7 months ago
                Anonymous

                That's an obstacle you moron, not something to follow.

              • 7 months ago
                Anonymous

                Green means go though. I should walk towards it.

              • 7 months ago
                Anonymous

                >Later writes "game is too hard >:(" in the feedback box

              • 7 months ago
                Anonymous

                Same difference frickwad

      • 7 months ago
        Anonymous

        They used to do it in hospitals to find different departments faster.

    • 7 months ago
      Anonymous

      That was the joke though

      • 7 months ago
        Anonymous

        Yes, we know. That's why the poster you replied to mentioned Stanley Parable PARODIED the idea. You know what a parody is, right?

  26. 7 months ago
    Anonymous

    Why are modern games so slow?
    Compare ANY game you have played to this

    [...]

  27. 7 months ago
    Anonymous

    I think a lot of the assumptions about players being braindead are really down to a lack of real communication from games early on, not simply on the "you can climb this ladder" level but on the level of "the things around you aren't just cool scenery, you play this game by looking at and interpreting them" fundamentals.
    If you put any of those playtesters in an IRL pit with a ladder they needed to use to climb out, they could do it immediately. But the garbage they're playing nowadays teaches them to go into video games with a different set of assumptions regarding what they should even be looking for, what their role is. If you could just teach them that first, as in the moment the game starts, I bet there'd be fewer issues.

  28. 7 months ago
    Anonymous

    2003 needs more HUD elements. People used to complain all the time about HUDs breaking their immersion, and a surprising number of game developers actually listened to that message.

  29. 7 months ago
    Anonymous

    yeah I'm sure games in that far future will have blank flat rooms with only 1 box in them for you to break
    >errrrm I'll simply be able to tell which box is interactable
    no you won't and you'll be b***hing about the breakable box blending in with the room
    >errrrm just make every asset in the room breakable then
    then you'll be b***hing about having to break a dozen boxes to find 1 ammo pickup
    graphics shouldn't be realistic to begin with
    a cartoony game will still have interactable objects that stand out. will you still be b***hing about it then?
    >no
    so it's only a problem when graphics are realistic because you want them to be even more realistic?

    I don't give a shit if my immersion is broken. I want my game to be fun and interesting, not immersive

    • 7 months ago
      Anonymous

      You solve it with good game design. In The Witness, they explicitly avoided adding circular shapes anywhere in the entire game because they might be mistaken as line startpoints. For example there's a building with minecarts in it, but their wheels are weird polygonal shapes instead of circular wheels.

      The way you solve this without moronic yellow paint is by not having interactable objects and non-interactable ones that look the same. A tutorial can introduce you to the differences and even moronic people will understand it.

      • 7 months ago
        Anonymous

        Or you establish basic theming in the early levels.
        >Oh no! My guy fell off that platform! Fortunately that stack of RED boxes broke my fall. Oh hey, look, ammo for my weapon, that's neat, I wonder if all boxes have stuff in them. Oh, hey, look, a BROWN box! I'mma smash that! Aw, darn, there's nothing in that one. So maybe only certain boxes have stuff in them. Oooh! Another RED box! Hey! It does have ammo in it! Sweet! Uh, oh! Enemies! Die enemies! BLAM BLAM BLAM! Oh no, they're shooting back! I better hide behind that stack of GREEN boxes! Oh no! The boxes are getting shot up! Die enemies! BLAM BLAM! Whew, that was a close one, and now I'm almost out of health. Oh, wait, there's health boosts in these shot up GREEN boxes! Okay, so certain colored boxes have certain things in them. Oh shit! That's a bigger enemy! Shit! Shit! No more ammo! No more RED boxes! What do I - hey, what's that GOLD box for? If I can just break it maybe-WOAH! A BIGGER GUN! DIE BIGGER ENEMY! BLAKOW! BLAKOW! Wow it makes a different sound and everything! Hey! I did it! My new gun killed the bigger enemy! Good thing I found that GOLD box! I'm gonna have to keep an eye out for those especially!
        It's game design, not rocket science.

        • 7 months ago
          Anonymous

          You’re not wrong but the average gamer would hate this and see it as bad game design because “how was I supposed to know”. You and I both know that the game literally tells them through gameplay but the average gamer doesn’t actually like video games, they just like dopamine.

          • 7 months ago
            Anonymous

            Gamers are smarter (or at least better at basic pattern recognition) than most designers give them credit for. The problem is that lazy game devs have conditioned gamers to be handheld through everything because it makes game devs' job easier. They don't have to be creative or thoughtful in designing mechanics or levels because they can just draw a big fricking circle around whatever they need the player to do to lurch along to the next big fricking circle.

            • 7 months ago
              Anonymous

              I'm sure they are but they'll still make you user play testers who have minimal gaming experience and demand you cater to that

    • 7 months ago
      Anonymous

      What a dumb image, games nowadays are so over the top filled with details that unless every object is intractable there is no way you would be able to identify what is important in an area in the last image, which is incredibly disingenuous because of its absolute lack of detail.

      Games SHOULD let you know what is background scenery and what isnt, they should just be not obnoxious about it, which is why 2003 is the best there.

      You solve it with good game design. In The Witness, they explicitly avoided adding circular shapes anywhere in the entire game because they might be mistaken as line startpoints. For example there's a building with minecarts in it, but their wheels are weird polygonal shapes instead of circular wheels.

      The way you solve this without moronic yellow paint is by not having interactable objects and non-interactable ones that look the same. A tutorial can introduce you to the differences and even moronic people will understand it.

      • 7 months ago
        Anonymous

        NINTENDO ALWAYS WINS BAYBAY!!!!!

      • 7 months ago
        Anonymous

        Japs, on average, are smarter than Americans. Japs make real games while Americans like to make stories pretending to be games.

        • 7 months ago
          Anonymous

          But Capcom is a Japanese dev team.

          • 7 months ago
            Anonymous

            Capcom is a JINO - Japanese In Name Only
            They're the most Westernized of all the big Japanese devs by far.

          • 7 months ago
            Anonymous

            They were dumb enough to take ESG money and actually hired black consultants as character and content designers. We have Kimberly instead of Guy thanks to these gorillas.

            • 7 months ago
              Anonymous

              >ESG
              I knew the israelites made crates glow. The west has fallen.Based Japs will save us

      • 7 months ago
        Anonymous

        All of those cloths and ropes are still by its own nature indicators of what is and isnt interactable, just like the 2003 does so, without words, tell you why a box is interactable (its lighter than the rest of the background).

        If this example was like the last panel, there would be no cloths or ropes or lids to indicate anything, just the fact that some obects are moveable and some are not, with no distinction what so ever.

        • 7 months ago
          Anonymous

          Honestly, if Nintendo wanted to continue with their own established game design from the BOTW / TOTK games, those ropes should have been breakable and allowed access to the building materials inside.

      • 7 months ago
        Anonymous

        >understands game design
        >game still isn’t fun
        many such cases

    • 7 months ago
      Anonymous

      >no you won't
      yes I will because I believe in myself 🙂

    • 7 months ago
      Anonymous

      >anon imagines games "in the far future" still have us breaking boxes to get ammo pickups
      grim

  30. 7 months ago
    Anonymous

    >be industrial worker in a big automated factory
    >see yellow things standing out
    >try to interact with them
    >whole production stops
    >everyone is screaming at me
    >boss screams at me
    >production stops a whole day
    >they have to call the engineers who designed the machines to come here
    >I make the company lose millions

    wooooooow

    • 7 months ago
      Anonymous

      Your emergency stop buttons are yellow?

  31. 7 months ago
    Anonymous

    Because picrel is the people designing your game

  32. 7 months ago
    Anonymous

    It's a domino effect we never expected

  33. 7 months ago
    Anonymous

    just make it lit slightly brighter than the environment. no paint, no shiny effect, no blinking, no prompt. That worked for old games (yes I know it wasn't always intentional due limitations on lighting dynamic objects, but it still worked.)

  34. 7 months ago
    Anonymous

    >brown and bloom in 2013
    a few years off, but nice touch

  35. 7 months ago
    Anonymous

    You have no idea how fricking moronic people are.

    • 7 months ago
      Anonymous

      Games should not cater to morons.

      • 7 months ago
        Anonymous

        morons have money, you don't. Devs don't work for free.

      • 7 months ago
        Anonymous

        Games have always, and will always be, the hobby that caters to morons. What do you think pong was about? Catering to intellectuals who wanted to be challenged? No you stupid b***h, think.

        • 7 months ago
          Anonymous

          Pong requires 100x more skill than any AAA game made in the past 10 years.

          • 7 months ago
            Anonymous

            >move up or down
            >more skill than even a walking simulator
            This is your brain after suffering severe brain damage with an inability to comprehend 3D space.

            • 7 months ago
              Anonymous

              Do you hear yourself? Walking simulators literally play themselves. Pong requires actual input and its difficulty is determined entirely by the skill of your opponent.

          • 7 months ago
            Anonymous
          • 7 months ago
            Anonymous

            >Pong
            wrong

          • 7 months ago
            Anonymous

            I think you mean tetris dumbass not fricking pong.

          • 7 months ago
            Anonymous

            For back then it was

  36. 7 months ago
    Anonymous

    >"Games should respect my intelligence."
    Respect is earned. You have to prove you deserve it first.

  37. 7 months ago
    Anonymous

    finally started playing through the Half Life series recently. Valve did a great job with this sort of thing, for the most part. Interactable doors typically have a different look to them. Interactable valves are bright frickin red, which stands out but still makes sense in the environment unlike yellow paint-splattered ladders. It’s not bad.
    A lot of games use lighting effects to guide the player, like by highlighting the door you’re supposed to go through with a sunbeam or something. I’ve always liked that.
    I UTTERLY HATE when games have characters who will tell you the solution to a puzzle after 6 seconds

  38. 7 months ago
    Anonymous

    Your seem to be making an assumption on what their job is. Their job is to make a product for the widest audience with the lowest commond denominator.

  39. 7 months ago
    Anonymous

    inteligent people don't play video games

  40. 7 months ago
    Anonymous

    >that 1 non-red explosive crate at the end of a bunker hallway in The Darkness when you're in ww2 hell
    It was a different time back then.

  41. 7 months ago
    Anonymous

    ENTER

  42. 7 months ago
    Anonymous

    Too much visual clutter as a result of pushing for graphical fidelity coupled with a fear of losing the player's attention for even a moment. If the game's "too hard" or "too confusing" the average player will turn to their phone or let their attention wander, which makes it even less likely that they'll continue playing the game because they'll lose focus. If the experience instead is a smooth ride without any rough edges, so the player can turn off their brain, they're actually more likely to stay with the game, even if the game is less fun. Adding these kinds of neon signs will also serve to make it easier for a player to get back into a game after a break or after having been distracted. It's like a laser pointer for a cat

    Making a game that's good enough to make the player actively want to engage with it from start to finish, to a point where they remove themselves from distractions (such as phones), is way fricking harder. And when all that matters is ROI, it's not the sensible strategy

  43. 7 months ago
    Anonymous
    • 7 months ago
      Anonymous

      >parasiteeve.png

  44. 7 months ago
    Anonymous

    As game assets become higher quality, they need to make interactable elements in the game world stand out or else players will get frustrated. You can't just have a box in a corner of a room with one texture, games have dozens of elements in a room at once. I remember playing HL2 and getting pissed that certain doors would open and others were just window dressing. Yellow paints lets players spend less time UNF-ing the walls like we're still playing Doom and find the shit in the environment that's important to the game.

  45. 7 months ago
    Anonymous

    casuals are ruining gaming

    FFXV's highest difficulty, Normal, is a complete fricking joke because the director wanted to pander to casuals
    https://novacrystallis.com/2014/09/with-final-fantasy-xv-i-do-want-to-make-it-more-casual-says-tabata/

  46. 7 months ago
    Anonymous

    If a game doesn't sell eleventy billion copies it's deemed a failure due to how overly expensive companies made game development so they need to make sure that actual morons can play and have fun.

  47. 7 months ago
    Anonymous

    The reason they have to do this at all is because MUH GRAFIX. Set pieces are supposed to appear very realistic, but in terms of production and scope, not everything in the environment can be interacted with. Leaving only essential elements in a game now, would make it feel empty.

  48. 7 months ago
    Anonymous

    All in all theres no right or wrong in this.

    Gaming isnt a niche corner done as a hobby by a niche group of tech savvy nerds. Its turned into a huge volume market thats aimed at the largest group with largest cash, the average. That means they dont want their customers, like that 50iq roastie friend of yours from college who picked up this game because "I saw it on instagram tee-hee" to be frusturated and shit up the social media. Niche group of nerds dont have the volume to make investors drop big chunks of money into making actual games. Yes, it sucks. It's what it is. No point arguing.

  49. 7 months ago
    Anonymous

    In their defense the average person is a fricking moron
    >Add short and simple message saying "we need to enter the facility and destroy ALL THE CRATES
    >Zoomers: "what was I doing again?" "where are they crates? *checks the same place 10 times" "I don't know what crates look like"

    • 7 months ago
      Anonymous

      Streamers are not the average player, anon. Which is the entire problem, games are being made to appease the streamer crowd because it's free advertising.

      • 7 months ago
        Anonymous

        The average player is dumber than the average streamer. You have no fricking clue what you’re talking about. The average player simply cannot play a video game without a million markers and a companion to tell you exactly what to do. You seriously haven’t exposed yourself to enough average gamers if you think they’re not window licker tier morons.

    • 7 months ago
      Anonymous

      Not just a zoomer thing, it's become the norm even since the main audience for AAA games became stoned out guys tapping away on their controllers from their couch

  50. 7 months ago
    Anonymous

    (Western) game devs unironically study people like DSP to decide how to pace games and design environments and objects. I can't find the picture or article for it but there was a presentation done by I assume the God of War devs and they literally showed footage of DSP's GoW Let's Play as they talked about their game design philosophy.

    As if that's not bad enough, play testing is never done by people whom actually play a lot of video games (outside of in-house testing done by the devs themselves). It's a random assortment of inner city blacks and middle aged bar hoppers. Since most big budget release titles aren't passion projects, but simply a business venture, they have to be as accessible as possible. They need to be designed so a literal 60+ year old boomer who's never held a controller in their life can figure out what to do.

    • 7 months ago
      Anonymous

      It's been posted homie

      somebody post that clip where the GOW devs use DSP as a measure of intelligence

      not a clip but

  51. 7 months ago
    Anonymous

    EVERYONE WHO IS DEFENDING THIS, PLEASE WATCH THIS CLIP

    The places that yellow paint are splattered around are fricking indefensible. These are ladders at the end of a very narrow walkway. You CAN NOT miss them.

    • 7 months ago
      Anonymous

      CRAPCOM IS BACK BAYBAY!

    • 7 months ago
      Anonymous

      didn't give a shit before, don't give a shit now

      • 7 months ago
        Anonymous

        Who gives a frick? Still the best game made in the past 5 years.

        good games can't be criticized anymore? what board am I on

        • 7 months ago
          Anonymous

          RE4 is a 10/10
          REmake 4 took it to an 11/10.
          fricking amazing game nothing else can cum close

          • 7 months ago
            Anonymous

            Holy shit you are delusional

            • 7 months ago
              Anonymous

              not him, but I actually prefer the remake.

              • 7 months ago
                Anonymous

                Society has fallen and cities will burn.

    • 7 months ago
      Anonymous

      Who gives a frick? Still the best game made in the past 5 years.

      • 7 months ago
        Anonymous

        you don't play many games huh

        • 7 months ago
          Anonymous

          It may not be the best game but it’s definitely a great game and a great remake.

    • 7 months ago
      Anonymous

      You would be shocked by how many people would actually miss them and still probably miss them. What you don’t know is that the average STEAM user only plays 5 games a year. Console gamers are likely even lower than that. The average moron has no meaningful experience or frame of reference to draw on, so these studios make sure to make it as brain dead as possible for these people as they make up the majority.

    • 7 months ago
      Anonymous

      >didn't mark the ledge where you drop down with yellow paint
      They're showing unimaginable levels of restraint and subtlety

    • 7 months ago
      Anonymous

      I can think of a few reasons for it, first and most obvious is the ladder is probably reused multiple times and theres no point in retexturing it for the few times its obvious.

      The yellow paint though is a bit excessive, the same concept has been handled better in other games through the use of lighting, different textures, or the other various ways. The paint just looks ugly IMO

    • 7 months ago
      Anonymous

      that's a pretty good summary of modern 2020 game design, every aspect of the cancer is there. To think this is the kind of game that gets praised nowadays, and on Ganker no less

    • 7 months ago
      Anonymous

      Why even bother with the paint? Everything is contextual in the first place.
      You have no freedom to make a mistake in the first place.
      Holy frick these games are made for literal morons.

    • 7 months ago
      Anonymous
      • 7 months ago
        Anonymous

        Most intelligent mobile game playtester

      • 7 months ago
        Anonymous

        >we need to make the holes bigger so any shape can fit inside

      • 7 months ago
        Anonymous

        Watching this movie makes me sick, and not in a metaphorical way, like I literally feel ill watching this movie and I have no clue why.

    • 7 months ago
      Anonymous

      >Nintendo: floating boxes with "?"
      >Metal Gear: enemies drop spinning ammo boxes when they die
      >Souls/Elder Ring: comically large treasure chests
      >Resident Evil:Yellow paint in crates and ladders

      • 7 months ago
        Anonymous

        Guess which one of these is an object you literally have to interact with. I'll wait.

  52. 7 months ago
    Anonymous

    focus testing

    imagine if Grunty Industries had gotten focus tested before release. the game would have never come out

  53. 7 months ago
    Anonymous

    because it's what they're taught
    it's what they see when they watch GDC game design videos
    it's what they experience when they playtest with the lowest common denominator

    imo game design is an intuitive process that can't be taught, you're either a person who can understand it by dissecting it in other games you play then replicating it in your own projects or you aren't.
    you can't become a quality game designer by going to school and trying to learn about it in an academic setting. you can get good at thinking out the process for gameplay systems there, but not game design.

    • 7 months ago
      Anonymous

      I agree up to a point but I think getting other developer's perspective on game design can greatly help develop your own. It's just that the kind of people talking at GDC are usually making soulless products so the people they inspire do the same and you end up with passionless design inspiring even more passionless design.

      • 7 months ago
        Anonymous

        it depends on who you speak to but I agree.
        i've collaborated with other developers before and its helped on occasion.
        the problem is actually finding people that have any real development insight to offer is difficult.
        in my experience within creative fields the incompetent ones tend to be the loudest in the room.

        Why shouldn't the crate standout from the environment to signify it is interactive in the 2003 example?

        the point of that image is to show off that the 2003 crate is the good one. instead of using a shader to highlight the object or slathering it with garish paint that fricks with the artstyle, it just uses contrast.

        • 7 months ago
          Anonymous

          nevermind. i took another look at the image and i'm wrong.
          2003 is the actual 'best' one there, though. the original resident evil 4 is a good example of using contrast to make things like destructible crates stand out.
          if you don't have anything to make them seem different to the environment at all, you're going to end up with 30% of the people buying your game complaining in forums about how they have no resources.

    • 7 months ago
      Anonymous

      This is the truth. Good design is something you learn from playing an excessive amount of games. Most devs don’t even play games anymore.

  54. 7 months ago
    Anonymous

    I don't understand why you morons don't get it, if you've played any sort of online game or god forbid watched a normie stream anything in the last decade you'd see just how ridiculously stupid the average person is. You also have to understand that since the early 2000s the gaming industry has been moving more and more towards the mainstream so the average player skill level is only dropping.

    While you and I still play video games, video games are not made for us, they are made for people who have fallen off the lowest rung of the skill ladder. It will not get better until gaming becomes "uncool" again.

    • 7 months ago
      Anonymous

      We understand. We are being snooty arbiters and saying we expect better and deserve better. Ganker culture exists on the precipice that Rome chucked infants off of.

  55. 7 months ago
    Anonymous

    The Half-Life dev commentary track has done untold amounts of damage to game design. There is a reason one of the only new studios to reach the great heights of the "next big studio" is FromSoft which mostly ignores all the design philosophies of mainstream gaming. The people on social media saying 'uh yellow paint is actually good game design' are the same people who were dunking on Elden Ring's UI being too clunky and not modern minimalist enough.
    >b-but what about the guiding grace
    a subtle yellow light that points in a very general direction within a massive open world and appears sparsely throughout the game versus yellow paint that is splattered four times in seconds of gameplay within a narrow hallway in a mostly linear action game

    Imagine if people thought this way of literature, movies, or even other interactive media like board games. "The best way to design things is to appeal exclusively to a generalized focus group made up of average non-fans, this is art"

    • 7 months ago
      Anonymous

      When you look at the grand scheme timeline of gaming the Souls formula is the only evolution in gaming we've had that isn't baseline technology in like 20 years.

    • 7 months ago
      Anonymous

      >Greg Coomer

  56. 7 months ago
    Anonymous

    Because no one went to game design school
    And the ones who did just learned Reagan wanted to use arcade games to make boys of all races into super soldiers (which was a bad thing).

  57. 7 months ago
    Anonymous

    Thats fricking stupid. Have you ever had to "break a crate" in real life? Why would that occur to you?
    Game logic is not the same as real world logic. Unless the game explicitly breaks the chain by not only respecting your intelligence, but also providing an environment were using your brain is rewarding, highlighting the dumb shit you're supposed to do is reasonable. Then you don't waste your time.

    • 7 months ago
      Anonymous

      >Have you ever had to "break a crate" in real life?
      Yeah when I fricked your mom on top of one

      • 7 months ago
        Anonymous

        Rude!

    • 7 months ago
      Anonymous

      I used to do the truck shipments when I worked in a pharmacy and it came on pallets so we had break the crate missions weekly.
      The pallets never needed to glow yellow, we knew what our objective was that night so we could navigate to the box cutters and the pallets without much confusion. Rarely did I see someone have to noclip to our position.

    • 7 months ago
      Anonymous

      >Game logic is not the same as real world logic
      building up game logic through playing games is a fun part of engaging with video games. We all know what this means. It's cool that it is just a collective part of our gaming knowledge and we don't need it explained beyond a barrel just being red (or at this point, any cylinder that is glowing like the purple stuff at the beginning of Baldur's Gate 3)

      • 7 months ago
        Anonymous

        >Baldur's Gate 3
        people have kind of just glossed over how BG3 doesn't hold your hand AT ALL. It tells you a couple of things you can do at the beginning of the game and then never again. You can miss like 80% of the game's interactions if you just beelined through the main story quest. Imagine if they railroaded you because playtesters didn't know to go to the goblin camp in act 1 and how fricking lame that would be.

        • 7 months ago
          Anonymous

          They didn't have to teach much, core mechanics are all the player has to be directly taught if they're not a mobile market tard tester. They can pick up the environmental cues and patterns beyond that.

          • 7 months ago
            Anonymous

            Like in doom the developers don't have to explain in detail what every monster is (even if the manual does). Instead you fight a monster and get a general idea of what to expect from them going forward.

        • 7 months ago
          Anonymous

          That is because hovering your mouse over anything puts 1000 words on screen like having a game manual open at all times.
          It is CONSTANTLY feeding you information but in a good way. The autism of slowing down to read everything gives you time to arrange it nicely in your head and it does set up situations nicely.

        • 7 months ago
          Anonymous

          BG3 and fromsoft games kinda show that the excessive handholding is not a requirement of a modern AAA game.

  58. 7 months ago
    Anonymous

    Why shouldn't the crate standout from the environment to signify it is interactive in the 2003 example?

  59. 7 months ago
    Anonymous

    If you've ever done playtesting you'll learn real fast most people have the mindset of babies when it comes to leaning new gameplay. They have to be directed around like sheep or they get angry and say the game is confusing/boring without a beepy beepy sparkle GOOD JOB badge

    • 7 months ago
      Anonymous

      it's the same problem there is with wide audience movies these days. Either you have a vision because you like games / movies and you go through with it, or you don't so you have to rely on feedback for every decision, and the problem with that is that number one your audience simply isn't as aware of what it wants as it thinks it is, and number two, what the way they give feedback from small portion of a game doesn't account for the overall experience you get through playing a game properly or enjoying a movie in its entirety.

  60. 7 months ago
    Anonymous

    The mobile game aesthetic is made for the moronic and the bobble head outsourced 3D stock models make me wish I was never born

  61. 7 months ago
    Anonymous

    They just design games for their audience.
    Zoomers can barely understand how computers work. They grew up playing casual mobile shit and would get filtered if every game didn't hold their hand.

  62. 7 months ago
    Anonymous

    playtesters when no yellow paint:

  63. 7 months ago
    Anonymous

    Playing Skyrim with survival mode and no HUD is seriously one of the best experiences in gaming.

  64. 7 months ago
    Anonymous

    where the FRICK am I supposed to go guys?

    • 7 months ago
      Anonymous

      Try walking backwards

    • 7 months ago
      Anonymous
  65. 7 months ago
    Anonymous

    >2013 was 10 years ago

    • 7 months ago
      Anonymous

      >2013
      ah, i miss that era

      >2017 was 9 years ago
      Feel old yet?

    • 7 months ago
      Anonymous

      >2013
      ah, i miss that era

      [...]
      >2017 was 9 years ago
      Feel old yet?

      >Mario Galaxy released 25 years ago

      • 7 months ago
        Anonymous

        >we're now closer to 2024 than we are 1984

      • 7 months ago
        Anonymous

        not even going to look it up but there is no way this is true, I would've been 4

  66. 7 months ago
    Anonymous

    >2013
    ah, i miss that era

  67. 7 months ago
    Anonymous

    Why can I not flirt with the cube

    • 7 months ago
      Anonymous

      you could if you weren't a coward

  68. 7 months ago
    Anonymous

    I know you Black folk might be too young to remember but I was here on the day Skyrim released. The amount of people that couldn't figure out the Golden Claw door near the start of the game was hilarious.

    • 7 months ago
      Anonymous

      Im giving them some slack because after that they NEVER use that method of puzzle solving again

  69. 7 months ago
    Anonymous

    Because, like all pop-media, its designed to appeal to the broadest demos of moron possible. That means (You) 🙂

  70. 7 months ago
    Anonymous

    because the regular human have zero intelligence. Watch any Valve's developer commentary in youtube

  71. 7 months ago
    Anonymous

    I walked into a Walmart the other day and I saw various colored duct tapes on the shelves and I started fuming with rage.

  72. 7 months ago
    Anonymous

    >start new game
    >immediately try to bunnyhop and when i get a melee weapon i hit everything and try to break it
    it's a shame you can't do that i a lot of games now, you'd think with all the new tech everything should be breakable and you'd be able to at least put a dent in a wall with a melee weapon

    • 7 months ago
      Anonymous

      >you'd think with all the new tech everything should be breakable
      Anon, it's not a technical issue. Every game could have every wall and object to be destructible, the question is, why? What is the purpose of destroying objects in the game beyond wasting development time in QA

      • 7 months ago
        Anonymous

        because it's fun and makes the world feel alive, there doesn't really have to be any other reason
        same as going fast or crouch-jumping or nade jumping, it's a game after all

        • 7 months ago
          Anonymous

          >because it's fun
          Games have destructible objects for a reason, not because "it's fun".
          Your fun happens because someone put actual thought over what the game you play is about, it's not some random thing.

          • 7 months ago
            Anonymous

            what reason? hiding medpacks? smashing things is fun

            • 7 months ago
              Anonymous

              See? It's not hard to think of a reason to destroy objects in a game, what I'm trying to tell you is there's no point of making every single object in the game destructible unless it's the whole point of the game (aka minecraft or teardown)

              • 7 months ago
                Anonymous

                That's a very arcadey view of game design. Not every choice you make has to feed into the gameplay, you can add shit just for flavor.

              • 7 months ago
                Anonymous

                the reason is my monkey brain wants to smash with club in hand

            • 7 months ago
              Anonymous

              Secret passages
              Secret weapon cache
              Alt. level
              Part of a puzzle (if it's action-adventure)
              Design-wise it's not that hard to have some level geometry be destructible and other level geometry be static when you need it that way.

          • 7 months ago
            Anonymous

            yeah and that's why kids prefer empty boxes to the toys inside the box

    • 7 months ago
      Anonymous

      >Play 30 years old game with neat features
      >Man the futur is going to be awesome when every games do that
      >They never did

      • 7 months ago
        Anonymous

        A couple did

    • 7 months ago
      Anonymous

      >play old game
      >if I can find a way to jump over the wall I can
      >play new game
      >if I can find a way to jump over the wall there's actually an invisible wall extending it
      That's something I'll give cyberpunk credit for, there aren't many invisible walls in the game and the climbing works on almost any surface.

  73. 7 months ago
    Anonymous

    it's no longer art, it's israelite-capitalist propaganda, obviously. pay attention.

  74. 7 months ago
    Anonymous

    because you have to design games for 60IQ troglodytes to catch the most fish

  75. 7 months ago
    Anonymous

    This is a problem because graphical detail has wildly outpaced mechanical detail. These are 90s mechanics dressed up and it's embarrassing.

  76. 7 months ago
    Anonymous

    don't put anything in your games play spaces unless it is intractable. problem solved. All ledges should be climbable, all boxes breakable.

    • 7 months ago
      Anonymous

      >intractable
      shit

  77. 7 months ago
    Anonymous
  78. 7 months ago
    Anonymous
  79. 7 months ago
    Anonymous

    This just reminded me of the GoW guy (forgot his name) who claimed to love Metroid only to be filtered by fricking breakable blocks in Metroid Dread which the game taught you about at the very start of the game.

  80. 7 months ago
    Anonymous

    playtesters and dumbfrick suits who want to ensure the most customers possible

  81. 7 months ago
    Anonymous
  82. 7 months ago
    Anonymous

    >no yellow markers telling you where to go and where to put key items
    AAAAAAAAAAAAAA WHERE DO I GOOOOOOOOOOOO?????? HOW CAN PEOPLE PLAY THIS GAME?????? THIS IS GARBAGE AM I SUPPOSED TO JUST RUN AROUND THE MANSION?????? IM LITERALLY ON THE VERGE OF QUITTING THIS GAME

  83. 7 months ago
    Anonymous

    An actual explanation:
    The first major Game Design degree offered in the US was by Worcester Polytechnic Institute in 2004.
    Before that, getting a job at a game studio required a Computer Science, Programming, or Engineering degree.

    A game design degree is two years of downloading Unity and Blender, then watching youtube tutorials.

  84. 7 months ago
    Anonymous

    For those who remember how things used to be.

    • 7 months ago
      Anonymous

      the 1997 one often came with a physical book that said you should try breaking crates because they contain ammo and health

    • 7 months ago
      Anonymous

      Pre-00s gaming just assumed you would bother to experiment. Now you're railroaded so tightly that starting a new game feels agonizing

  85. 7 months ago
    Anonymous

    How about this? The very first loot box is impossible to miss, but afterwards you're expected to remember that boxes can be looted.

    • 7 months ago
      Anonymous

      Good, but morons will still complain which is the problem.

    • 7 months ago
      Anonymous

      Ganker would just b***h about unskippable tutorials or something

      • 7 months ago
        Anonymous

        Ganker will b***h about everything. "Don't pander to morons" doesn't just mean normalgays and casuals.

    • 7 months ago
      Anonymous

      I liked it more when you discovered features of the game by itself and played it at your own peace. Those times are over

  86. 7 months ago
    Anonymous

    Since big projects have so many people working on them they have to work in a company like environmente, less creativity, a lot of charts and making sure the product is undestandable and tasteless as possible

  87. 7 months ago
    Anonymous

    >bottom right
    yeah fill the whole game with breakable objects and have like 1% of them have the item you need in there, that's a good idea.

  88. 7 months ago
    Anonymous
  89. 7 months ago
    Anonymous

    Is detective vision in 2013 too

  90. 7 months ago
    Anonymous

    They're not, visual noise has been the true enemy all along and we can thanks graphics prostitutes for that. You can't just fill a room with props, dynamic lighting and shadows, 4k textures and fancy shaders without absolutely killing the ability to spot things you can interact with. It's like we applied pixel hunting of old adventure games to fricking everything.

  91. 7 months ago
    Anonymous

    Quite funny how game design quality went down as degrees in that field became more common
    Almost like its a complete joke

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