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Yellow Paint (lemmy.world)
submitted 1 month ago* (last edited 1 month ago) by cannedtuna@lemmy.world to c/comicstrips@lemmy.world

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I don't mind yellow paint as much as it is a sign of the broader issue of big games trying to be idiot-proof. If a game has yellow paint I expect it to be as easy as it can be outside of giving me literal god mode.

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[-] Quacksalber@sh.itjust.works 25 points 1 month ago* (last edited 1 month ago)

I find the whole yellow paint argument to be stupid. Back in the day, level design was so spartan, that if you saw a ladder, you could reasonably infer that you could climb the ladder. Nowadays, level design has become so rich in detail that you need a way to differentiate between objects you can interact with and objects that are just placed for fluff.

[-] faythofdragons@slrpnk.net 9 points 1 month ago

I have wasted so much fucking time in games trying to climb ladders that were just decor.

[-] red_tomato@lemmy.world 4 points 1 month ago

I have also wasted so much time being stuck in games because I couldn’t find that one ladder I’m supposed to climb.

[-] marcos@lemmy.world 3 points 1 month ago

Is that comparable with the amount of time people spent trying to open walls in Wolfenstein 3D?

[-] Quetzalcutlass@lemmy.world 3 points 1 month ago

Unf. Unf. Unfunfunfunf.

[-] SharkWeek@lemmy.blahaj.zone 2 points 1 month ago

I used to love using the Wolfenstein 3D level designer to create a VR minesweeper sort of thing ... all the walls are doors, but some of them release baddies in a controlled manner and others notsomuch >:-)

[-] lobut@lemmy.ca 2 points 1 month ago

I'm so blind when I was playing Control for hours and just couldn't figure out how to advance. Turns out the way I was looking at the corridor made me blind to the exit on the left and just kept going to the exit on the right. Don't get me wrong, almost no one has this issue, but I find a good way to get caught doing stupid things.

[-] SlurpingPus@lemmy.world 6 points 1 month ago* (last edited 1 month ago)

I love exploring the levels in some games like ‘Half Life’ and ‘Deus Ex’. One of my favorite gaming moments was when I put the hovercraft in HL2 up on the wooden platform three meters from the ground. Then I promptly fell from that platform myself and had to finish the watery level on foot, including running away from the firing helicopter.

[-] wizardbeard@lemmy.dbzer0.com 3 points 1 month ago* (last edited 1 month ago)

Thank you! This is something I saw coming as games got more visually detailed and environments got more visually dense. There was this generation of "detective mode"/"spirit vision"/"highlight the important shit" and I remember that in some games it was so constantly necessary to use that to figure out where you needed to go that you spent more time in desaturated rave-land than seeing that actual game.

I feel like decent signposting, guiding the player towards interactables and points of interest, etc is slowly being lost in favor of "toggleable highlight vision" and yellow paint. It's a fucking video game, use some rim-lighting or a sparkle effect. Point a toppled lamp at the ladder. Either go all in on realistic environments and work harder to direct your players in ways that don't break immersion or accept some element of "game-ness" and just highlight the objects.

The toggle-able highlight vision fucks with the gameplay flow, and the yellow paint on shit that doesn't make sense unless an omniscient helper is leading us just breaks immersion and versimilitude for me more than any glowing collectable does.

[-] mschae@discuss.mschae23.de 4 points 1 month ago

The Portal games were really good at this. Using the environment to guide the player where they needed to go and then they used lighting to show what you should look at.

Portal 1 did have some red arrows and “this way” signs on the walls, but that actually made sense because there was someone helping the player character out.

[-] joelfromaus@aussie.zone 1 points 1 month ago

Imagine a Portal prequel following Ratman’s survival.

[-] Murse@slrpnk.net 1 points 1 month ago

...asking Valve to make a third game in a franchise is a tall fucking order!

[-] CommanderCloon@lemmy.ml 2 points 1 month ago

I disagree, yellow paint is pure laziness. Games can still rely on lighting and other environmental guidance, but they just chuck paint everywhere instead of thinking their level design & environments correctly.

Elden ring is a great example of that, constantly placing environmental clues everywhere to attract your eye without needing any objective markers or other cheap tricks

[-] chatokun@lemmy.dbzer0.com 1 points 1 month ago

Others have given probably similar examples, but Arin's Mega Man X video both agrees with you and the post. It points out how some games used limited options in games (and showing examples before you died) to train you on ways the game works without the yellow paint. Your point is that games today don't have the same limitations such as only travel right at the start, whereas the video points out there should be environmental designs that lead you to the answer.

With fully free 3d environments it's harder to do that without yellow paint though.

[-] tyler@programming.dev 1 points 1 month ago

Or you could argue it’s sparse in detail. If there’s a ladder why the fuck can’t I climb it? Why does it fucking need yellow paint? Can you imagine being new to video games and you try doing random normal things and they don’t work and they you try it again in a different location and it does? It would be infuriating.

[-] Quacksalber@sh.itjust.works 1 points 1 month ago

For ladders, yes. But take Horizon Forbidden West for example. Most rocks and cliff faces are climbable, but you can't tell by just looking at them. You have to use your focus, their version of yellow paint, to see where you can and can't go.

[-] Grail@multiverse.soulism.net 1 points 1 month ago
[-] TachyonTele@piefed.social 2 points 1 month ago

Lol it also has yellow ledges. That person might be colorblind.

this post was submitted on 06 Apr 2026
93 points (98.9% liked)

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