• endeavor@sopuli.xyz
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    4 months ago

    As a game dev some of you, including streamers, are so fucking stupid it hurts. Yellow paint guys just give in to the temptation.

    • Billegh@lemmy.world
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      4 months ago

      Except when they’re stupid too. In the tutorial area of Horizon: Zero Dawn they have you climb a wall. The handholds are marked with white and yellow.

      Except it’s evening in game and the color grading effect makes everything a shade of orange. The colors aren’t distinguishable and the shapes of handholds are still new. Took me two hours to figure it out. I knew I had to climb the wall, but where to do it and where to go on the wall was a mystery.

      • Maalus@lemmy.world
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        4 months ago

        No offense but I don’t think this is a dev problem, seeing how so many people went through it no problem and it took you two hours.

        • Whats_your_reasoning@lemmy.world
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          4 months ago

          Poor color/contrast can be an accessibility issue. It’s why some games come with colorblind modes that adjust light and color hues, to provide an option for players who have difficulty with that.

          • homicidalrobot@lemm.ee
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            4 months ago

            Both horizon games have excellent colorblind modes and a button that highlights climbable points with high contrast. The paint is only visible without using this mode in the very first tutorial areas or on long/time-limited climbing segments. The game tries very hard to cater to a wide audience, and people still bandwagon on it relentlessly.

        • Billegh@lemmy.world
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          4 months ago

          Or perhaps devs could instead make sure their other efforts don’t hide things? Especially in the tutorials?

          • Maalus@lemmy.world
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            4 months ago

            I just watched playthroughs of the game, including the tutorials, and the only thing I have to say is “how did you get stuck on it for two hours”. This is like the cuphead journalist level. Each interactable / climbable stands out in annoyingly bright orange paint. No portion of the day hides it - even the orange hue you describe. Like how?

            • Billegh@lemmy.world
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              4 months ago

              Because everything around it was also orange. My not colorblind partner had a hard time with it too. It wasn’t a required part, so perhaps you watched one that didn’t go there.

              • homicidalrobot@lemm.ee
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                4 months ago

                You didn’t turn on the appropriate colorblind mode (which you are prompted to do during your new game setup). Both Zero Dawn and Forbidden West do this, I recently replayed ZD in preparation for FD and just started FD after holiday. This one’s on you boss

                • Yeather@lemmy.ca
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                  3 months ago

                  I would stop arguing with them now, the only thing worse than arguing with an idiot is arguing with a stubborn and wrong idiot.

    • Victor@lemmy.world
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      4 months ago

      Don’t make games for stupid people, please. They are ruining it for the rest of us.

      • Blackmist@feddit.uk
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        3 months ago

        I can see where that shit comes from though.

        Half the games these days are so fucking cluttered you need shit like that and “detective vision” or whatever to even distinguish the interactable objects from the scenery. The later Tomb Raider reboots are the fucking worst for this.

        • Victor@lemmy.world
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          3 months ago

          I mean, sure, but there’s a limit. If you provide the yellow indicators, don’t pause the game. If you don’t provide any indicators, you need a longer tutorial phase. But don’t be on the nose like in this post. It’s obnoxious to the immersion.

          • Blackmist@feddit.uk
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            3 months ago

            It is, but I’m struggling to think of many games that do all those things like that, and certainly not past an initial tutorial.

            Far worse is the puzzle part of every action game that gives you the goddamn solution before you’ve even had ten seconds to think about it. God of War Ragnarok is by far the worst offender for this in recent memory. You couldn’t turn it off at all.

          • owl@infosec.pub
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            3 months ago

            It would be cool to have an adaptive game, that notices the player looks around and walks, dont have to explain that, but maybe I need to… no they picked up the can no need to explain that. Oh, seems like they don’t know they need to throw the cable into the puddle to close the circuit to open the door, my time to explain sth.

              • owl@infosec.pub
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                3 months ago

                Do they really have tutorials in the classical sense? They start dead simple and add stuff gradually, almost like the entire game is a little bit of tutorial to the point where people make up their own challenges.

                • Victor@lemmy.world
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                  3 months ago

                  That too, yeah. They have both tutorial-ish stuff that’ll pop up if you fail too many times, as well as full on interrupting shit. In one game they actually did not do this very well, namely The Legend of Zelda: Skyward Sword. Fi interrupts the flow every time you get to a new area, my god. You’re given an aerial flyover of the area and you’re all excited to start digging into it, and then she flies up and starts rambling, unskippably

                  But yes, as you mentioned, they are masters at starting off easy and gradually increasing your knowledge and skill.

      • endeavor@sopuli.xyz
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        4 months ago

        Common saying over here: “money does need to be taken away from the idiots”

        • Victor@lemmy.world
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          3 months ago

          Is that a common mantra of the gaming industry? Sounds fucking exploitative. Which studio are you with? I’d like to boycott. ✔️

            • Victor@lemmy.world
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              3 months ago

              Not with the product I am working on at a large company… But tell yourself that, I’m sure it’s a big enabler. 👍👍

  • IAmNotACat@lemmy.world
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    4 months ago

    The trend of earmarking every single interactive object in a game with a special colour or tooltip has made hyper-realistic cinematic games less immersive than a lot of PS1 games.

    • Skates@feddit.nl
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      4 months ago

      Hot take: no it hasn’t. Because the alternative is you don’t mark interactive objects. And then the stairs are somehow blending in with the background because of some color choices, or the day/night cycle makes you miss some object in the dark, or the ring you’re supposed to get for the main quest is lost in the grass and can’t be found etc.

      And you know what you get then? The least immersive option in the world: the player can’t find the thing they’re looking for and can’t progress, so they log off and post a question on a forum and they continue to play in a day, when they receive the answer. I don’t think that’s more immersive than marking the object.

      • rtxn@lemmy.world
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        3 months ago

        I remember Mirror’s Edge getting praise for its runner vision because of how well it integrated into the already strong visual style.

        But then I also remember Half-Life 2 using nothing like that. It used player training, framing, and visual/aural/mechanical cues. The Ravenholm chapter was particularly great at that.

        You enter the chapter. It’s a long shot of a backyard. The way forward is marked by a flock of crows, a pair of legs swinging from a tree, and light coming from the building. The building is full of sawblades and propane tanks, and a zombie torso perched on top of a blade stuck deep in the wall. Your path forward is blocked by debris, which forces you to slow down, and you had just received the gravity gun, so your options are obvious. The game is telling you what to do in a completely diegetic way. When you first meet Grigori, you leave a well-lit area and walk through a dark alley, which frames your view and forces you to look at the introduction. You can’t progress until you figure out the fire trap mechanic. Then you disarm a high voltage trap, which is marked by a loud spark, and the effect of your action is immediately visible through a window with a strong contrast between the cold exterior and warm interior light. Immediately after that, you get inroduced to the poison headcrabs in a safe place where their mechanic is obvious, but can’t actually kill an unprepared player. The fast zombie introduction still gives me the creeps. Having them leap across the moonlit cityscape was not only absolute cinema, but it quickly taught the player what kind of enemy to expect.

        The yellow adventure line is a crutch. It marks either the laziness or outright failure of a designer to train the player. If the player can’t find the way forward from diegetic clues, the design must be changed, and yellow paint must remain the last resort. Half-Life 2 was a masterpiece and the gold standard of environmental design that the likes of Naughty Dog can’t even come close to replicating.

  • TurtlePower@lemm.ee
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    4 months ago

    Yes, anon, that sort of instruction is necessary in games. Have you ever read a game’s Steam forum? Those dumb-fuck kids can’t figure out the most basic gameplay mechanics. The vast majority of human beings, the general population, are dumb as fuck. Like, I cannot stress just how fucking stupid they are.

  • tfw_no_toiletpaper@lemmy.world
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    4 months ago

    Yeah I’ve played a bunch of them. Games should just do one popup at the beginning “(x) this is my first video game ever” and then only explain mechanics that are new or rare. “Press W / Joystick up to move forward” yeah no shit

    • Taalnazi@lemmy.world
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      4 months ago

      “Humanity” (a Civilisation-type game) has something like that, iirc. You can pick options, like being totally new to games, known with games but not that genre, familiar with civ and strategy games, and already played.

      • Echo Dot@feddit.uk
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        4 months ago

        Imagine Civ been your first game, I think you just give up and never play anything else ever again.

  • Hiro8811@lemmy.world
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    4 months ago

    Then you’re gonna like Skyrim, Elden Ring, Cyberpunk 2077, Nier Automata, Portal(?my memory is fuzzy on this one). I’m saying these because it’s the ones I know they don’t have suggestions like that and because they are narrative