Unpopular Opinions about Video Games

It's all within the context of a game environment that consists almost entirely of giant, flat, white surfaces where there is zero chance of there being any ambiguity as to whether or not a pile of clutter is climbable or not, since there's no non-interactive, scenic clutter in the puzzle rooms.
As the commentary states: it was meant to avoid overwhelming the player with irrelevant objects that provide no use to the player. Likewise, the white squares that line the walls and floors were done so to explain the modular rooms with extending piston floors.
 
The online debate over "yellow paint" is one of the weirdest and dumbest talking points I've ever seen related to video games.

There have always been conventions to indicate items or other interact-able objects in games - whether it was spinning, flashing, glinting, highlighted with some kind of border, whatever - that made no sense within the context of the game and existed entirely for gameplay purposes, so why did it only become a problem when yellow paint became a new example of the same convention that's as old as the medium itself?

It feels like the kind of artificial anger where one person pointed it out and an army of retards who understand nothing about anything reflexively agreed because "MODERN GAMES BAD" therefore this innocuous visual indicator must be bad too.
Generally signifiers to guide players in the right direction were more natural parts of the environment, in l4d they laid a pipeline in a cornfield and players would naturally want to climb on it to follow it or have a knocked over lamp or dim red exit sign at the end of a dark hallway. That game is a masterclass at letting players explore and without feeling like they're being told what to do and its not the only one, most games did this for decades incorporating level design as a tool for the game.

The instant you see yellow paint you're taken out of the experience of the game, immersed or not you're thinking about what the developer is reaching into the game to tell you directly. Both are a form of language to communicate with the player but one isn't worded with as much elegance.
 
Yellow paint defenders have one argument and it's the same fucking argument every time.
They can reword it all they want, but it all boils down to the same shit:
"You're fucking stupid. Other games did [thing]. Shut the fuck up."
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Yellow paint defenders have one argument and it's the same fucking argument every time.
They can reword it all they want, but it all boils down to the same shit:
"You're fucking stupid. Other games did [thing]. Shut the fuck up."
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The thing with in game hints is that it all comes down to time and effort. Since games seem to be targetting adults nowadays, they make note of an adults lack of patience and lack of time. Back in the day games were marketed towards children and children would do anything to have a fun experience, they were willing to be patient and experiment with the game. That was how games were traditionally meant to be played, that's how a five year old could beat mega man 2 in the 80s while an adult can't beat dark souls today. So they chip away anything which could be perceived as inefficient or a time sink, not realising that experimentation is part of the experience. That seems like one of the game industries problems now that I think about it, having the core demographic be adults instead of children. Most of the games which come out are probably streamlined and suck due to that reason.
It is staggering that people consider this visual indicator dumbed down for the lowest common denominator.

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And this visual indicator super subtle for very smart, hardcore gamers.

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This is bait, isn't it? Saying shit no one actually believes? Also, if you train to player earlier on that you can destroy props and get goodies from them, you don't need the tacky yellow paint.
Like Half-Life 2. Twenty fucking years ago.
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Funny thing about this. Before the PS3, interactible objects were in high definition compared to the background (especially prerendered backgrounds) which indicated that they were interactible (Sorta like how old cartoons from the 70s have outlined characters and low contrast backgrounds). It's not as blatant as yellow paint but it trained people to discern what's interactible and what isn't and remained the industry standard till the PS3 when realistic lighting and photorealism made that contrast go away. Also RE isn't really a good indicator of the yellow paint phenomena since RE has been feeding hints since the ps1 where interactible objects sparkled if the player took too much time.
 
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Generally signifiers to guide players in the right direction were more natural parts of the environment, in l4d they laid a pipeline in a cornfield and players would naturally want to climb on it to follow it or have a knocked over lamp or dim red exit sign at the end of a dark hallway. That game is a masterclass at letting players explore and without feeling like they're being told what to do and its not the only one, most games did this for decades incorporating level design as a tool for the game.

The instant you see yellow paint you're taken out of the experience of the game, immersed or not you're thinking about what the developer is reaching into the game to tell you directly. Both are a form of language to communicate with the player but one isn't worded with as much elegance.
Yeah, there's always been ways to avoid lazy design. Ghost of Tsushima's method of guiding the player with changing wind instead of an arrow is pretty great. It's not intrusive like a giant floating arrow and it doesn't take you out of the game because the environment reacts to the wind. Really fits thematically with the wind guiding you on your journey.
 
There have always been conventions to indicate items or other interact-able objects in games - whether it was spinning, flashing, glinting, highlighted with some kind of border, whatever - that made no sense within the context of the game and existed entirely for gameplay purposes, so why did it only become a problem when yellow paint became a new example of the same convention that's as old as the medium itself?
To me, there are proper ways to indicate interactive objects or linear progression without being obtuse in your design. Those spinning/flashing/glinting objects you mentioned are either design choices to aid the player or necessary implementations given the limitations of the engine/hardware.
Funny thing about this. Before the PS3, interactible objects were in high definition compared to the background (especially prerendered backgrounds) which indicated that they were interactible (Sorta like how old cartoons from the 70s have outlined characters and low contrast backgrounds). It's not as blatant as yellow paint but it trained people to discern what's interactible and what isn't and remained the industry standard till the PS3 when realistic lighting and photorealism made that contrast go away.
Great example:

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This fortress level is from Uncharted: Drake's Fortune. In it, you can scale, climb, swing and mantle across various objects and terrains in the environment. It's subtle enough to blend with the hyperrealistic graphics, but noticeable enough for the player to decode that it's traversable.

Or, let's look at another open world game from that same generation: GTA IV. That is the first GTA to have interiors within the same game world as the player itself.


If you're knowledgable/experienced enough, you could look at doors and think: "okay, this is an object; that is just a texture."

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The Dead Rising remake takes it to such extremes, it's almost parody as The Stanley Parable managed to mock that trope.
 
Great example:

1730593897123.png

This fortress level is from Uncharted: Drake's Fortune. In it, you can scale, climb, swing and mantle across various objects and terrains in the environment. It's subtle enough to blend with the hyperrealistic graphics, but noticeable enough for the player to decode that it's traversable.

Or, let's look at another open world game from that same generation: GTA IV. That is the first GTA to have interiors within the same game world as the player itself.
The PS3 fucked up a bit in visual signfiers. In GTA 4, stuff like climbable ledges and other things have to be manually tested sometimes to know whether it's doable. Most of them are climbable but not always. Games which tried to push photorealism didn't really excel at visual signifiers (similar problem with modern games where they're overbrightened ruining the contrast and visual design). But there were games where the contrast is used well. Ubisoft games especially AC, interactible objects and people had a thicker outline than everything else. Borderlands had more detailed enemies and objects than environments, also thicker outlines.
The Dead Rising remake takes it to such extremes, it's almost parody as The Stanley Parable managed to mock that trope.
DR and to a lesser extent dark souls are not hand holdy games. They're problem solving games. Since playtesters are not really looking for creative problem solving, the devs are going to be more inclined towards constricting the player into linearity. I played the first DR like 5 years ago I think, even I immediately climbed up the boxes during the carlito fight. But then some others used different strats after I looked it up, rich evans's famous perfect run had him handgunning carlito up on the rafters while standing at the center of the cafeteria. Climbing boxes is the best strat but it's open ended so go wild. Another strat I can think of is if you went to cletus's before he spawns in the afternoon, you can secure a sniper and snipe carlito during the fight.
 
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Played the Christmas Duke Nukem 3D expansion a few years ago on Christmas. Killing Santa was fun. 10/10
Sounds funny as hell lol. Real 90's humor.

It is staggering that people consider this visual indicator dumbed down for the lowest common denominator.

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And this visual indicator super subtle for very smart, hardcore gamers.

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One looks retarded and gay though. It boils down to one not even trying to be organic and instead embracing what its function is and looking cool, the other doing the exact opposite. It is aesthetically shit to spill yellow paint everywhere, it's immersion breaking in a way that's even worse, ironically because it's trying not to be and failing. It's extremely inelegant and not even really as effective either, so it's the worst choice in many ways.

Yes, I do, as a simple 'glimmer' would at least look less garish.
Or, again, train the player to look for objects.
I think it looks great. And looking for tiny, dark objects in dark areas sounds like a nightmare.
 
Although I hate all the yellow paint shit going on, here's my defense of it. To be blunt: Playtesters are fucking stupid and devs are lazy nowadays.

Some of these playtesters really need to be led by the hand to get around anywhere and some of the devs are relying on the paint as the easiest and quickest method to get that across instead of learning more subtle ques that might work and then having to figure out something else if it doesn't. Obviously there are other methods that work that have been posted in this thread, but why go through the effort when you can just paint the town yellow?
 
Speaking of which, I love the inclusion of hitmarkers in single player campaigns now. It's satisfying to see an indicator that you've killed an enemy.
 
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hitmarkers in single player campaigns
i never really understood hitmarkers on singleplayer games, they feel like a crutch for developers that can't manage proper weapon feedback on shooting enemies or/and can't manage enemy feedback on getting injured/killed.
 
Here's my perhaps unpopular take on the whole yellow paint debate. Players need to be told what you can interact with. In a large enough game, adding unique and clever signifiers is a monumental process that's not worth the effort. So you use a shortcut.

Personally, the GUI arrows and sparkling items actually take me out of the game less than yellow paint. Why? Because no matter how much you try and immerse me, I know I'm playing a video game and I expect to see video game shit.

Do the ammo and life counters on your screen take you out of it? No, because those are supposed to be there. I know that my character has HP and I expect to be able to see it somehow.

A game being a game isn't immersion-breaking. A game trying too hard not to be a game is. If I wanted to see hyperrealistic characters moving around in an environment I feel no attachment to, I'd watch a movie.
 
Yellow paint exists because current day game developers are too retarded to figure out a creative solution to readability. It's not like this is suddenly impossible.

You can absolutely make a readable/good looking game without sacrificing player immersion & adding some garish markers that look out of place in the game world, and it's not like its gotten any harder. If you cant tard wrangle your level artist then of course your game's readability is gonna be shit.
 
Yellow paint exists because current day game developers are too retarded to figure out a creative solution to readability. It's not like this is suddenly impossible.

You can absolutely make a readable/good looking game without sacrificing player immersion & adding some garish markers that look out of place in the game world, and it's not like its gotten any harder. If you cant tard wrangle your level artist then of course your game's readability is gonna be shit.
This is from the Dead Rising Remake.
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They literally think you are retarded.
 
Bethesda games were always and will always be shit games with shallow open worlds and even shallower stories. this is how it was for skyrim, fallout, now starfield. I dont understand how people get so invested in them.
Morrowind was pretty good, worldbuilding and story wise anyway, things took a downturn since Oblivion, and when the likes of Emil Pagliarulo started to become the senior writer of Skyrim/Fallout4 etc. things really went to shit.

 
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