The white birdshit stains on the platforms, yellow tape.
What happened? I thought we were striving for realism?
Community-driven video game blog & discussion
The white birdshit stains on the platforms, yellow tape.
What happened? I thought we were striving for realism?
This phonograph "reads" a rock’s rough surface and transforms it into beautiful ambient music pic.twitter.com/PYDzYsWWf8— Surreal Videos (@SurrealVideos) March 3, 2023
What you don't like it?
Playtesters are retarded and it's the easiest way to signify what ledge can be interacted. I remember reviwers for older games where they complained about having a hard time finding what place to climb.
God modern gamers are so fucking retarded
Sly Cooper did this back on PS1 btw, and I'm sure there are other examples
Tomb Raider, the first nu-Lara one
With TR 2013, I think it was somewhat understandable. The game was a platformer and there were many times players would fall on to their deaths thinking that a ledge could be latched on to. That said, earlier games avoided this by making ledges and cliffs far more obvious since there weren't much visual clutter in the level design. Nowadays you have all sorts of foliage and rubble decorating areas so it isn't exactly clear which is an invisible wall and which is an interactable section.
I would rather have yellow tape than "Use your S.T.A.R.S. vision to find items" or super arcadey pillars of light
troglodytes will pay the most monies for vidya, of course companies have fully embraced catering to those spam sandwiches.
>"In early versions of this map, the tunnels here were more maze-like, with branches, loopbacks and dead-ends. After watching numerous playtesters get lost, it became obvious that they were not having fun. We simplified the paths and added a number of one-way chokepoints."
That is from commentary for HL2 Episode 2 in case you needed a reminder of how thoroughly brain dead the average consoomer is.
>Brightly colored indicator
>Control prompt appearing whenever you get near it
>Sidekick or MC ruminating out loud whether or not you can interact with the environment
Which is the least offendable option?
4. I hated non-diagetic ui
Optional toggle for "help" showing interactables. Let people use it if they want it. Let others do without it.
The highlight is good for muh realism games if its done softly enough but all ""hyper realistic" graphics games implements all 4 as intensely as possible to make sure the retard with 3 fingers can still play.
The others are fine for more stylized or extremely fast games.
The people playing games have lower attention spans and dumber than in the past
It's time to admit that linear movie games like Uncharted/God of War/Tomb Raider are just bad video games.
Testers are brain on head retarded
>The moron who some how went in circles in half life 2
>Dead space testers who kept going for headshots even after being told many times in game that you need to dismember
A study came out recently saying that in the United States, IQ has dropped for the first time in 100 years. It's actually far worse than what was examined, but this is one reason why.
>Spending too much time on social media fries your dopamine receptors making you dumber
Yeah I figured that. Kids gotta take some time off the phone.
Yes goy, shun all things that don't involve working for Goldsteins benefit, they are the real bad things. IQ dorp has nothing to do with spiking poverty and out of control education costs thanks to capitalism reaching its end game of societal destruction, it's because you got home and went on your phone instead of doing a few more hours overtime.
Do you EVER shut the fuck up?
Fucking zoomer tourist.
>uses his gay phone to make this statement
Even if trolling, you fucks are tiresome
aright, let me hear it. what's your take on why this is?
Did anyone save that expose on the illegal game testing farms in somalia? Apparently AAA studios want lower iq testers to ensure their products are comprehensible to everyone, and somalia is the perfect place for game testing since the average iq is sub 70.
Ninja Gaiden highlighted some ledges you could grab with dark blue but it wasn't distracting and blended in really well with the rest of the environment, I don't know why they thought the excessive white paint was necessary in Wo Long
I never noticed Ryu had such a cute butt
Developers was realistic colors and realistic lighting.
But realistic colors and lighting just has everything blend together. It's hard to pick out details at a glance, nevermind identify relevant details.
And so they smear radioactive green vomit all over everything, so that players have a sense of where to go. The result is that it looks even more cartoonish than if they'd just used brighter textures or even cartoony visuals. It also means there's no sense of exploring or finding anything, because the "anything" are just the neon shitstains smeared everywhere and there's nothing else to look for.
If you compare the screenshots of old RE4 to new RE4R, the newer stuff just looks sillier and less realistic. The older one, where everything was bright and detail clearly visible, had less realistic textures but looked more "real" since there wasn't yellow police tape on everything.
This is the actual answer and everyone blaming the fucking players for getting dumber is a sub-moron.
Is is the players fault. We didn't have this back then.
>”instead of a realistic box with a bright red X we just had a bright red box; totally different”
Instead of a realistic box. We have a different shade of box that blends in nicely with the environment
>blends in nicely
that shit sticks out like a sore thumb more than the yellow tape. and guess what? that was the fucking point, they're supposed to stand out and not blend in
You dumb moron, it's supposed to stand out to let you know it's destructible.
Would be cool if there was also rewind and skip enemy buttons.
Either make the player character able to climb up most anything like Assassin's Creed, or replace all these ledges with stairs and ladders.
On an unrelated note, why does every game I play lately have the same bunch of diamond icons on the bottom right?
Modern UX design. Look at demon souls. And the tweets they made about Elden ring being not UX friendly
holy zoom zoom
They go fast, but their brains are very slow. Please be nice
>mfw some of the shit coming out has been so fucking egregious nobody's talking about how 95% of games that've been released for the last year have literally the same console UI
Normies love that because it makes games easier to pick up and play
Bruh they don't even care about making it fit the game's setting, they literally just change the colors around and leave it at that. It's gotten so baaaaaaaaaaaaaad
>medieval fantasy game with magic wizards and dragons and shit
>menus look like an app store
Tired of this understated minamilist bullshit. Put some fucking artistry into your games, they're a fucking visual medium
My favorite is games that have a menu that's a book. Was nice to see that Monster Hunter World actually included that.
Have your post in image form.
Diablo 3's loot system and its consequences have been a disaster for the human race.
Wait until you see nu-MW2's menu screen
>Playtesters are purposely picked from the most retarded batch
>They're still smarter than the average consumer
Dishonored and Half-Life 2 commentary is eye-opening
Because everything blends in with realistic graphics. Old games didn't need it cause it was obvious what everything was in a room. What they SHOULD be doing is making everything climbable instead of still having -designated climbing area-. It's 2023 for fucks sake.
It makes me think why BotW was so popular.
> What they SHOULD be doing is making everything climbable
this is exactly the issue; if the games didn't include the OP, it'd be very annoying and confusing to figure out what a player can climb
Here's my read on the situation; In the past, games had much brighter, cleaner textures (despite the low resolution), and the lack of blur and lighting bloom and all this color grading, meant that when you looked at an environment in front of you, you could clearly identify the things that were platforms and pathways and spaces. And if not, you would go up to them, press jump, see that you couldn't land there, and move on. But the game wasn't really concerned with how long you spent in a zone, if you wanted to spend all day combing around it looking for paths or secrets, that was fine.
But games now don't have anything to find, and at the same time most environments are so muddy, cluttered, and just generally unreadable at a glance that they need these obvious markers on climbable ledges and shit because if they didn't, playtesters would probably just never actually find where to go because they would look around the room and everything just mushes together into an unreadable mess of brown. And also, a lot of these environments are built from identical pieces. So it's probably extremely likely that the wooden platforms/walls in OP's pic, probably show up elsewhere in the zone or in the map as just unclimbable, uninteractable surfaces. So without the marking, you'd end up being able to jump on this wood platform, but then you'd come up to another one that is the same exact model but not a pathway and you'd be confused as to why you can't jump on that one.
It's shit, but that's why they do it.
kek, yeah i find it impossible to navigate anywhere in real life because everything just blends together. took me an hour to discover there was a door out of my room this morning
Find the armor pickup in this picture. You should be able to do this!
uhhh, i'm, uh, not seeing it
The blue shit
Imagine making an artstyle so fucking bland that literally not a single landmark can be picked out from the rest of the terrain. Even fucking Nier:Automata at least had a good way to differentiate between the areas without a map.
Because nu-gamers are retarded, you could clearly tell you are supposed to jump onto the platforms even without the bird poopstains
This is the only case where that shit is necessary
turn on your objective markers
i-i had to have my mom guide me out on my walkie talkie
it's almost like videogames don't function like real life or something
also, actually making it clear to the gamer where he could go and climb is something that devs focused a lot on. making things clear and well-defined. devs try to make things way too realistic, these days. like, yeah, cliffs or whatever aren't always well-defined in the real world and shit, but i'm not in the real world, am i? i'm in the virtual world, playing my vidya...
>I thought we were striving for realism?
That's the thing anon, you can't have realism and visibility, it's one or another.
Does anyone know the best farming place for +9 leather and steel?
Either do co-op so that you can buy them from the old man for 5000 accolades.
Titanfall 2 is the worst. It has cool parkour moves, but only lets you run on walls with white paint streaks on them.
You can run on all walls though. The whiter parts in some areas is just to make it more obvious where the way forward is, and it's very rarely used.
the white stuff is everywhere
because 95% of the population would be filtered if they didn't do shit like this
You want an actual answer? You want to know the real bona-fide reason why? It's because we have good graphics and lazy developers. Now that every object is near photo-realistic, the clarity of purpose between "rock put here for you to jump on" and "rock put here to break up this overwise perfectly flat area" is lost. Back in the PS1/2 era the objects in which you could interact or maneuver with were marked by a subtle but clear difference in their graphical presentation, kid of like how in the original scooby-doo you could tell which things on screen were going to move because they weren't done in the back plate watercolor. Jack and Daxter, Spyro, Banjo and Kazooie, Ratchet and Clank, any Mario game, they all had the same "if you can ump on it, it looks like you can. Trying to do that in a game focused on photo realism is impossible, since you either make them 'pop' and ruin the look of the game, or make them blend in and ruin the gameplay. While it certainly is possible to make realistic looking platformers that make it clear what is and isn't a platformable area, it's a huge amount of design work to make it look nice when you literally just slap a coat of paint on an otherwise okay but unclear level.
The white marks shit makes sense in the mountain areas as traces of the climbing chalk, otherwise it's just team crinja being a lazy asset reusing actionslop developer.
who says it's bird shit? maybe the wood has just aged and whitened?
They playtest games on black women, anon.
Becuase alot of gamers are actual retards who will cry about the game "not having a sense of direction" or "everything looks the same" or "well, the game never told me that".
Devs simply rather not take the risk anymore.