>You can make important shit stand out without the developer screaming "look over here you blind dumbass"
While that's true you must also remember that the average modern gamer is fricking moronic, and then realize that half of them are even dumber than that. You remember that video of the "games journalist" trying and failing to land a jump in the tutorial area for like twenty minutes? Even if you don't want to admit it, that level of intelligence is the bulk of most vidya demographics.
Some games use subtle highliting.
For example cliffs that can be climed have a little wear and tear on them as indication that people used it before.
Just slapping fricking PAINT all over objects isn't even trying.
Bro, you can use a shitton of tricks to say to people where they have to go.
For example: >A light illuminating the stairs >A lighter colored texture >Some torches around >The camera panning in that direction after the cinematic >When you move around the camera moves to highlight a zone of the map
The main issue with this shit is that they want to make uncanny and realistic graphics so, instead of making the thing stand out, they opted for slapping some fricking paint all over it and calling it a day.
I believe in FO4 they used candles and lightbulbs in front or around door that were enterable. In L.A. Noire they used gold/brass handles to indicate they are interactive.
That's because you're a moron and good level design is meant to handle leading the player and using clever ways to highlight something without outright putting a sign.
But game devs are lazy dumb shits that will always take the easy way out instead of going for quality and respecting the player's intelligence.
a good dev team will direct the player without half-assed handholding like having bright yellow smeared over everything interactable. use lighting, make the environment direct you to them, make them a brighter color, have a lantern lighting it up, have a blood trail leading to it, dont clutter the environment around it, etc
devs forgot how to design environments for games, they design them as you would a movie, then get shocked when players dont know where to go so they but bright paint everywhere as a bandaid fix for bad game design
In games with good visual clarity you don't need the paint. Only in myopia/visual diarrhea simulators like Horizon, Uncharted, Battleborn can you not tell what the frick you are even looking at due to an excess of detail
It's not even a modern graphics thing, it's a talentless hacks thing
almost all games use the same few assets that are interactive and normal person learns to distinguish in an hour of gameplay, highlighting shit like OP is either games for kids or a moron designed them
character hints the solution to the puzzle right away, it happens sometimes that you're thrown into a puzzle, maybe you have to look somewhere, click around, have actual control of your character for a second, and then boom out of the blue "hmm i think i'll check for an axe under that bed by interacting with it so that i can break that wooden locked door".
Optional hidden lambda signs for heals and ammo while also being world building for the resistance aren't nearly the same as mandatory unexplained painted doors and ladders
But It was a design choice that fit the game in Mirror edge, they want you to go as fast as possible in those level, so the color code door and ledge work with the flow of the game, just a glanced and you know where to go. GTA4 and Sleeping door have a similar mechanic, every interactive door has a specific color, since it's an open world with thousand of fake door, this one make sense too, so you don't have to unf unf every wall like the doomguy looking for secret. For resident evil 4, they really no need for this
Doesn't really matter.
It was likely used as an example in planning for other game companies >Mirrors edge has red ledges to tell the player where to go, so for our game we're going to do the same.
This shit isn't just inane, it creates a cycle.
Each game that desperately tries to enable complete morons only serves to conditon people to expect a less mentally taxing experience, which means the playerbases get dumber, and the botton tier of players keeps getting stupider.
That's why Dark Souls, in spite of not actually being that difficult, got a reputation for not being afraid to shit on its players when they fricked up.
A filter doesn't just remove things - it explicitly removes undesirable contaminants. Until we remember what it means to lose, playerbases will keep getting dumber and dumber because there's no minimum level of incompetence - if we keep catering, we'll eventually have to cater to people who can barely fricking wipe their own ass, and frankly, I don't want to play games designed for literal drooling morons.
Even though the painting might be lazy it's a quick solution to show interactable objects/environment. A lot of other games are so lineal that don't need or directly put a highlight over interactable elements
Stamina
Weight Limit
Limited saves
Weapon Durability
Time Limit >but it makes the game more hardcore
I don't care, Video Games shouldn't limit your fun.
It's okay when Mirror's Edge does it
In RE4's case they could've gone like the original where every interactable object ways way brighter than everything else around it but the paint achieves the same thing
In Mirror's Edge it could at least be turned off. I recently played through it without the red color and it was piss easy. The average game tester must be dumb as bricks.
Yes but it ruins the flow of a literal SPEED RUNNING PARKOUR GAME if you have to stop all the time to look around and wonder which pipe you can and have to jump to
>turning off babymode is bad because what about speedrunners?
Speedrunners can leap off a skyscraper and see who hits the pavement first. Their wants should have nothing to do with how a game is developed.
Holy brainlet, i'm not talking about speedrunners the trannies, i'm talking about the fact that the game is supposed to be played fast. the main character is literally a freerunner that parkours and it completely ruins the flow and immersion of the game if it isn't fairly obvious immediately where you can and need to go, and often times it isn't if you turn the red shit off. but of course you're just a tasteless mantra repeating Ganker drone who misses the point of the game just to be able to act like a dumb badass on your favorite forum
this literally is a non-issue in the game if you have ever played it you fricking dumbass Black person
maybe actually play fricking games to discuss on the video game board instead of acting like a spastic who's just here to debate
Yeah except I've played it literally tens of times. At one point where I had learned the game inside out, I used to just play through it under 3 hours "for fun", it was my relaxation game. And now that I think of it it's been years and I should probably do that again.
In Mirror's Edge the art direction and set design was made to be like this, the red shit looks good there because its art direction accommodates for it. In the case of games like RE4, the yellow paint, while it's realistic in the sense that it looks like paint, doesn't fit the game's art direction or location design and just looks bad for it.
This board is just purgatory. Nobody gives a shit about this. Sure, it's lazy design but you also forget about it after playing for like 15 minutes. Of course you didn't play it, this is just a circlejerk thread to hate on new game because hating on new game is the only thing you know how to do. The worst part is that i just know that three to four years from now this exact same thread will still be getting posted regularly with the exact same responses every time because again, this place is purgatory where we are all doomed to have the same pointless discussions until our miserable lives end
>having a meltdown about color preference
i dunno man, maybe figure out what the frick went so wrong with you before you try and talk shop about visual language
Stamina bars in open world games >have to travel 5 miles >you play as some badass Ganker warrior >but you can only run for 10 seconds, then your character gets winded and has a cool down for 20 seconds before you can then run for 10 seconds again
I'm not Ganker, but I can run a 5k in 30mins do it three times a week. Just because most gamers and devs are fatasses that can't run for 10 seconds without being winded doesn't mean a warrior in a video game should be the same.
I feel like the simplest solution to all of this is to just have a option to turn it off. Its also kinda weird that nu re games even have this stuff since most doors can be opened or unlocked and the game is pretty straight forward
I would have thought that teaching the player what doors or containers they should open early on would set them up for this so you wouldn't need to rely on something so obvious like that.
Maybe oy tangentially related, but have you ever encountered people who just don't seem to show any urge to explore?
I'm not talking grinding for every item or things you'd need a guide for. I've watched a friend play and he would never stray off the direct path. I would say "hey down there could be something" like a weapon or item and he'd be confused to how I would know. How can you not see that alleyway and not want to have a little look? Its like a diagnosable lack of curiosity. I think there has to be more of these people or otherwise we wouldn't have such handholding.
Everyone b***hing about ladders when there’s actually moronic safety rules regarding ladders and all other things. Yellow ladder dev probably got stuck in some 7 hours shit safety meeting to avoid lawsuits.
senores you must splash your ladders with a paint can otherwise your cult might get sued if anyone gets hurt
regarding your open fires, stakes, pitchforks, crucifixions, biological hazards, kidnappings, murders, sacrifices, rotting corpses, unsanitary work places, etc. well we expect you to use some red paint on those
rapid quick time events instead of gameplay
permanent health bar damage
easy modes designed for limp-wristed adults/journos/girls instead of kids
when difficulty scaling is damage sponging rather than enemy spawn rate/probability multiplier
games with "strong" women and blacks
non-cosmetic micro transactions and subscription-based games
ubisoft towers
every single ubisoft design philosophy frick them and their shit games they suck Black person dick
>games with "strong" women and blacks >non-cosmetic micro transactions and subscription-based games
not mechanics >every single ubisoft design philosophy frick them and their shit games they suck Black person dick
go play some anno to calm down
>wow every ledge is marked this is so unrealistic game devs are so lazy >what the frick I don't know what ledges I can jump to I just jumped to my death FIVE TIMES because nothing was marked why are these game devs so moronic!!!
that's good game design chudlet
I admit that sometimes when a game doesn't have this annoying paint I sometimes miss ladders and shit
You can make important shit stand out without the developer screaming "look over here you blind dumbass"
>You can make important shit stand out without the developer screaming "look over here you blind dumbass"
While that's true you must also remember that the average modern gamer is fricking moronic, and then realize that half of them are even dumber than that. You remember that video of the "games journalist" trying and failing to land a jump in the tutorial area for like twenty minutes? Even if you don't want to admit it, that level of intelligence is the bulk of most vidya demographics.
Some games use subtle highliting.
For example cliffs that can be climed have a little wear and tear on them as indication that people used it before.
Just slapping fricking PAINT all over objects isn't even trying.
Bro, you can use a shitton of tricks to say to people where they have to go.
For example:
>A light illuminating the stairs
>A lighter colored texture
>Some torches around
>The camera panning in that direction after the cinematic
>When you move around the camera moves to highlight a zone of the map
The main issue with this shit is that they want to make uncanny and realistic graphics so, instead of making the thing stand out, they opted for slapping some fricking paint all over it and calling it a day.
I believe in FO4 they used candles and lightbulbs in front or around door that were enterable. In L.A. Noire they used gold/brass handles to indicate they are interactive.
That's because you're a moron and good level design is meant to handle leading the player and using clever ways to highlight something without outright putting a sign.
But game devs are lazy dumb shits that will always take the easy way out instead of going for quality and respecting the player's intelligence.
a good dev team will direct the player without half-assed handholding like having bright yellow smeared over everything interactable. use lighting, make the environment direct you to them, make them a brighter color, have a lantern lighting it up, have a blood trail leading to it, dont clutter the environment around it, etc
devs forgot how to design environments for games, they design them as you would a movie, then get shocked when players dont know where to go so they but bright paint everywhere as a bandaid fix for bad game design
In games with good visual clarity you don't need the paint. Only in myopia/visual diarrhea simulators like Horizon, Uncharted, Battleborn can you not tell what the frick you are even looking at due to an excess of detail
It's not even a modern graphics thing, it's a talentless hacks thing
almost all games use the same few assets that are interactive and normal person learns to distinguish in an hour of gameplay, highlighting shit like OP is either games for kids or a moron designed them
If the object cant be interacted with it’s unnecessary and might as well just be decoration
character hints the solution to the puzzle right away, it happens sometimes that you're thrown into a puzzle, maybe you have to look somewhere, click around, have actual control of your character for a second, and then boom out of the blue "hmm i think i'll check for an axe under that bed by interacting with it so that i can break that wooden locked door".
Just another thing you can blame on HL2
Bait
>Drawing on the bus
the frick?
Optional hidden lambda signs for heals and ammo while also being world building for the resistance aren't nearly the same as mandatory unexplained painted doors and ladders
Probably more appropriate to blame mirrors edge actually.
Those lambda caches are optional if you spot them
But It was a design choice that fit the game in Mirror edge, they want you to go as fast as possible in those level, so the color code door and ledge work with the flow of the game, just a glanced and you know where to go. GTA4 and Sleeping door have a similar mechanic, every interactive door has a specific color, since it's an open world with thousand of fake door, this one make sense too, so you don't have to unf unf every wall like the doomguy looking for secret. For resident evil 4, they really no need for this
Doesn't really matter.
It was likely used as an example in planning for other game companies
>Mirrors edge has red ledges to tell the player where to go, so for our game we're going to do the same.
(You) denied. try harder next time
im not gonna fall for that again, go kys homosexual
Why is almost every area in HL2 so memorable?
because you played it when you were a kid
They look oddly comfy, the music also helped
This shit isn't just inane, it creates a cycle.
Each game that desperately tries to enable complete morons only serves to conditon people to expect a less mentally taxing experience, which means the playerbases get dumber, and the botton tier of players keeps getting stupider.
That's why Dark Souls, in spite of not actually being that difficult, got a reputation for not being afraid to shit on its players when they fricked up.
A filter doesn't just remove things - it explicitly removes undesirable contaminants. Until we remember what it means to lose, playerbases will keep getting dumber and dumber because there's no minimum level of incompetence - if we keep catering, we'll eventually have to cater to people who can barely fricking wipe their own ass, and frankly, I don't want to play games designed for literal drooling morons.
Valve should never have closed that loop.
Even though the painting might be lazy it's a quick solution to show interactable objects/environment. A lot of other games are so lineal that don't need or directly put a highlight over interactable elements
They're all shit. Real games reveal something is interactive by just having the interact prompt appear when the crosshair or cursor is on top.
Stamina
Weight Limit
Limited saves
Weapon Durability
Time Limit
>but it makes the game more hardcore
I don't care, Video Games shouldn't limit your fun.
It's okay when Mirror's Edge does it
In RE4's case they could've gone like the original where every interactable object ways way brighter than everything else around it but the paint achieves the same thing
In Mirror's Edge it could at least be turned off. I recently played through it without the red color and it was piss easy. The average game tester must be dumb as bricks.
Yes but it ruins the flow of a literal SPEED RUNNING PARKOUR GAME if you have to stop all the time to look around and wonder which pipe you can and have to jump to
That wasn't a problem except for a handful of times. It actually flows very well and almost every inteded route is well telegraphed.
>turning off babymode is bad because what about speedrunners?
Speedrunners can leap off a skyscraper and see who hits the pavement first. Their wants should have nothing to do with how a game is developed.
Holy brainlet, i'm not talking about speedrunners the trannies, i'm talking about the fact that the game is supposed to be played fast. the main character is literally a freerunner that parkours and it completely ruins the flow and immersion of the game if it isn't fairly obvious immediately where you can and need to go, and often times it isn't if you turn the red shit off. but of course you're just a tasteless mantra repeating Ganker drone who misses the point of the game just to be able to act like a dumb badass on your favorite forum
Parkour != speedrunning. Develop higher intelligence and you won't need magic skyrim compasses telling you what you can climb and jump on.
t. never played it
this literally is a non-issue in the game if you have ever played it you fricking dumbass Black person
maybe actually play fricking games to discuss on the video game board instead of acting like a spastic who's just here to debate
Yeah except I've played it literally tens of times. At one point where I had learned the game inside out, I used to just play through it under 3 hours "for fun", it was my relaxation game. And now that I think of it it's been years and I should probably do that again.
>the paint achieves the same thing
except it makes you think someone went around painting stuff
In Mirror's Edge the art direction and set design was made to be like this, the red shit looks good there because its art direction accommodates for it. In the case of games like RE4, the yellow paint, while it's realistic in the sense that it looks like paint, doesn't fit the game's art direction or location design and just looks bad for it.
>no yellow paint on the handle
How am I supposed to know how to open the door?
You stick a fork in the electrical outlet I think
This board is just purgatory. Nobody gives a shit about this. Sure, it's lazy design but you also forget about it after playing for like 15 minutes. Of course you didn't play it, this is just a circlejerk thread to hate on new game because hating on new game is the only thing you know how to do. The worst part is that i just know that three to four years from now this exact same thread will still be getting posted regularly with the exact same responses every time because again, this place is purgatory where we are all doomed to have the same pointless discussions until our miserable lives end
im legally blind and i think that shit is too much
you look like morons clamoring for something even i don't need
looks like shit too
Capcumlickers will genuinely defend annd slurp up anything their corporate masters shit out.
>getting triggered by primary colors
>
>Getting triggered by a random person triggered by a primary color
>having a meltdown about color preference
i dunno man, maybe figure out what the frick went so wrong with you before you try and talk shop about visual language
>frogposter
>moronic
As usual
Stamina bars in open world games
>have to travel 5 miles
>you play as some badass Ganker warrior
>but you can only run for 10 seconds, then your character gets winded and has a cool down for 20 seconds before you can then run for 10 seconds again
Would you rather sprint for 5 minutes then be winded for 5?
I'm not Ganker, but I can run a 5k in 30mins do it three times a week. Just because most gamers and devs are fatasses that can't run for 10 seconds without being winded doesn't mean a warrior in a video game should be the same.
I feel like the simplest solution to all of this is to just have a option to turn it off. Its also kinda weird that nu re games even have this stuff since most doors can be opened or unlocked and the game is pretty straight forward
sadly you cant turn off game design for dumb fricks in every game
I would have thought that teaching the player what doors or containers they should open early on would set them up for this so you wouldn't need to rely on something so obvious like that.
Maybe oy tangentially related, but have you ever encountered people who just don't seem to show any urge to explore?
I'm not talking grinding for every item or things you'd need a guide for. I've watched a friend play and he would never stray off the direct path. I would say "hey down there could be something" like a weapon or item and he'd be confused to how I would know. How can you not see that alleyway and not want to have a little look? Its like a diagnosable lack of curiosity. I think there has to be more of these people or otherwise we wouldn't have such handholding.
damn even in these games cm punk has to spray paint x's all over everything
Cum ledges
Everyone b***hing about ladders when there’s actually moronic safety rules regarding ladders and all other things. Yellow ladder dev probably got stuck in some 7 hours shit safety meeting to avoid lawsuits.
https://tri-arc.com/guides/yellow-safety-ladders/
senores you must splash your ladders with a paint can otherwise your cult might get sued if anyone gets hurt
regarding your open fires, stakes, pitchforks, crucifixions, biological hazards, kidnappings, murders, sacrifices, rotting corpses, unsanitary work places, etc. well we expect you to use some red paint on those
shooting people is against osha regulations why can leon shoot people. somebody needs to sue capcom
frick osha, i wanna horseplay whenever i want
that's not a mechanic
rapid quick time events instead of gameplay
permanent health bar damage
easy modes designed for limp-wristed adults/journos/girls instead of kids
when difficulty scaling is damage sponging rather than enemy spawn rate/probability multiplier
games with "strong" women and blacks
non-cosmetic micro transactions and subscription-based games
ubisoft towers
every single ubisoft design philosophy frick them and their shit games they suck Black person dick
>games with "strong" women and blacks
>non-cosmetic micro transactions and subscription-based games
not mechanics
>every single ubisoft design philosophy frick them and their shit games they suck Black person dick
go play some anno to calm down
My favorite is white paint on every ledge of the sheer face of a remote mountain top
>wow every ledge is marked this is so unrealistic game devs are so lazy
>what the frick I don't know what ledges I can jump to I just jumped to my death FIVE TIMES because nothing was marked why are these game devs so moronic!!!