227
top 50 comments
sorted by: hot top controversial new old
[-] WrenFeathers@lemmy.world 30 points 15 hours ago

Unpopular opinion maybe, but I LOVE that shit!

[-] grrgyle@slrpnk.net 21 points 15 hours ago

I remember the first time I sent out a ping in the voxel-based action-adventure game Outcast (1999). I thought it was the coolest thing I'd ever seen.

There are good and bad implementations, but going to have to disagree with op on the whole.

[-] CookieOfFortune@lemmy.world 3 points 13 hours ago

I’m thinking Splinter Cell had this kind of feature.

[-] Bougie_Birdie@lemmy.blahaj.zone 148 points 1 day ago

If you don't like it, don't press that button

As I'm getting older, I'm definitely starting to appreciate that I just can't see shit. If the game's going for an ultra-realistic environment, then there's just so much more visual clutter that I need help picking things out.

In my opinion, it's just an accessibility feature. Those are always nicer to have than to not. But if you're a purist, or you don't have any problem finding things, then I'd also hope you'd be able to disable it.

[-] SpaceBishop@lemmy.zip 30 points 1 day ago

💯 Playing through Red Dead Redemption 2 and there is so much detail and it's beautiful.

...but then when I'm trying to pick out herbs and plants and it's all so beautifully rendered I don't know what plants and flowers can be harvested and which are just there to be pretty. Dead Eye is a lifesaver for that.

That desaturated-with-highlighted-items vision is a design choice that does solve a problem even in realistic worlds -- even if it's just to show players something the character can see but is hard for the player to spot.

[-] Lamps@lemm.ee 45 points 1 day ago

The problem is that games are designed for it to be used. I hated using Witcher senses in Dying Light 2, but good look finding lootables without it. It’s a cop out solution.

[-] M137@lemmy.world 3 points 17 hours ago

It really depends on the game, you can't put all games under an umbrella and say it's all bad. I love the ones in Starfield, warframe, No Man's Sky, Assassin Creed Origins and Odyssey and many more. As long as it has actual uses more than just highlighting stuff and/or is well designed it's always welcome IMO. Haven't played DL2 yet but I really can't think of any game where it felt like a cop out for otherwise bad design.

[-] Paradachshund@lemmy.today 26 points 1 day ago

If you look at old games, the reason they didn't need this was because they couldn't have nearly as many props in a scene. I like to use classic WoW as an example. It didn't have any kind of highlighting for objects to interact with, but you didn't need it because there just weren't that many objects period.

Highlighting interactables, whether it be through a pulse like the meme, or just based on proximity, is a compromise in modern games to make things playable while also having dense, prop-filled environments. The infamous white or yellow paint for climbing surfaces is another example.

I doubt many designers love these solutions, but they're currently the best we've got. It's not an easy problem to solve, but I hope a more immersive solution comes along someday. In the meantime, having it is better than not, I totally agree with you.

[-] Rentlar@lemmy.ca 16 points 1 day ago

You actively choose not to use it but if you didn't know about such a mechanic, sometimes you might end up like this.

[-] grue@lemmy.world 5 points 13 hours ago

When one guy is playing Morrowind and the other is playing Skyrim.

[-] fibojoly@sh.itjust.works 1 points 52 minutes ago

Avatar : Frontiers of Pandora has had me going like Rowan when played in explorer mode. It gives you hints like in other recent Ubisoft games but holy shit some of those were near useless... I wasted entirely too many hours just exploring and circling around the correct answer. I recently switched to the more friendly Guided mode and it has the waypoint only appear in Hunter mode, so that was kinda nice. Hasn't completely spoiled the experience although I still wish it would only activate once you were in the vicinity indicated by the clue (ie, if the clue gives you some corner of the map to explore, then the guided mode would only start helping once you've reached that general area).

But yeah, overall, I disagree with OP. Make it optional, make it diegetic, make it subtle, but the option is a wonderful game design element, in my book.

One thing I think is that the longer time you need to use it, the harder you've failed in you basic design, because I shouldn't have to press the damn button 90% of the time like I used to in Far Cry Primal. That game is still my favourite as a precursor, but I was using the hunter vision way way way too much.

[-] scsi@lemm.ee 11 points 1 day ago

Recently started a replay of the PS5 BioShock collection (1&2). In 1 the items shimmer to let you know they're there to interact with, in 2 that setting is off/disabled by default and you don't realize it until you go digging through the settings after wondering where all the stuff is/went because you sit 15ft/3m from your TV. Utterly frustrating dev choice on normal mode play defaults.

[-] iamjackflack@lemm.ee 6 points 16 hours ago
[-] edgemaster72@lemmy.world 11 points 19 hours ago

The Batman Arkham games kinda do that right? Except it was more of a toggle when you had it on or not?

[-] JayObey711@lemmy.world 8 points 14 hours ago

That's different. The detective mode is actually useful for when you have to clear a room. It's so good that some of the last and hardest enemies in the game are not visible while using it.

[-] brygphilomena@lemmy.world 22 points 22 hours ago

Just make it a toggle to highlight shit. On and off.

I used to play games that permanently highlighted interactive objects. I am playing a game, I don't need realism.

[-] Mandy@sh.itjust.works 25 points 23 hours ago

What I never wanna see again is a game having me hold a button instead of pressing it, for literally anything

Topical example would be apace marine 2

[-] Harvey656@lemmy.world 6 points 13 hours ago

My god no man's sky before they finally added the option was a nightmare.

[-] bitwolf@lemmy.one 4 points 12 hours ago

Omg I had no idea you could disable it thank you!

[-] Harvey656@lemmy.world 2 points 12 hours ago

Glad I could be of help lol.

[-] Anticorp@lemmy.world 7 points 16 hours ago

Holding it is better than pressing it 10,000x as fast as you can. That shit is fun when you're 12. Not so much when you're twice that age.

[-] cmbabul@lemmy.world 3 points 13 hours ago* (last edited 13 hours ago)

I'm positive I couldnt beat Metal Gear Solid 4 again 16 years later. One of the final sequences involves what felt like a 15 minute button mashing section that took extremely in shape 20 somthing me to my limit. My fucking forearms cramped like a really bad period

[-] Anticorp@lemmy.world 2 points 13 hours ago

Most games these days have a setting in the accessibility settings section to change tapping to holding, and that's always one of the first things I check.

[-] yamanii@lemmy.world 1 points 15 hours ago

This is about normal things like picking up an item, not a QTE. It feels horrible and a pretty big time waster.

[-] Anticorp@lemmy.world 1 points 13 hours ago

They said "for literally anything" but yes, holding a button to pick something up gets annoying.

[-] CaptSatelliteJack@lemy.lol 18 points 22 hours ago

Toggle sprint, hold zoom, please and thank you

[-] The_Picard_Maneuver@lemmy.world 6 points 23 hours ago

God yes. It makes everything feel unresponsive and less snappy.

[-] Honytawk@lemmy.zip 37 points 1 day ago

What? And get stuck in places because you didn't see the not-so-obvious object you needed to interact with?

Yeah, fuck that.

[-] ColeSloth@discuss.tchncs.de 7 points 17 hours ago

Back in my day, the objects just glimmered every few seconds.

[-] grrgyle@slrpnk.net 9 points 16 hours ago

Back in my day they hovered off the ground, bobbing and rotating in place.

[-] Kusimulkku@lemm.ee 3 points 19 hours ago

I don't mind it being an option but the game relying on it so much that it is a constant necessity that pains me.

[-] paultimate14@lemmy.world 57 points 1 day ago

I actually love this in videogames. It's a really cool way to interact with the environment and literally see the world through a different lense with a level of control that no other medium of storytelling can achieve.

Maybe this dude should go watch a movie if he doesn't want to interact with things.

[-] Kusimulkku@lemm.ee 4 points 19 hours ago

I want to interact with things, I just don't like it when you have to use it constantly to see the stuff you want to interact with

[-] eupraxia@lemmy.blahaj.zone 14 points 1 day ago* (last edited 1 day ago)

I played a student project game a long time ago that based itself around this kind of mechanic. It was a horror game set entirely in the dark, and the only way of seeing was by echolocation - you'd click to send out a pulse, and you'd get brief ghostly glimmers of your environment. Importantly, you couldn't directly see anything moving - you'd have to send out another ping if you wanted to see something in motion.

Given that monsters could hear your pings too, it was a wonderful little game of cat-and-mouse deduction trying to figure out where monsters were with as few pings as possible, remembering their patrol paths in the dark, and so on. Really cool and I'd love to see that mechanic in a full game production.

(edit: apparently that full game exists, it's called Perception, and I'm absolutely giving it a shot!)

load more comments (2 replies)
[-] spankmonkey@lemmy.world 10 points 1 day ago* (last edited 1 day ago)

Like most things, there are good and bad implementations and seeing it too frequently can make it become annoying. I love it for things like Alien/Predator style games that are using something from the movies, or maybe a Batman game if used in moderation.

It does get to be tedious when you can only interact with certain objects by using it first and that kind of game play can be annoying. No, I can't think of an example off the top of my head but I'm certain I've run into that kind of thing before.

[-] swab148@lemm.ee 7 points 1 day ago

Dragon Age: Inquisition. I can literally see the thing that I need to loot right there, but I can't pick it up unless I press the little pingy button first.

[-] Stovetop@lemmy.world 6 points 21 hours ago

The first game I remember doing this is The Witcher 2. Not sure if that's the first game to come up with the idea, but it's the earliest example I can remember.

[-] MidsizedSedan@lemmy.world 13 points 1 day ago

What about Satisfactory? It has that feature, but it also has alot more pros than cons?

[-] Lamps@lemm.ee 10 points 23 hours ago

The big differences for me in Satisfactory is that you are not pinging resources all the time, it’s a small fractional of the gameplay loop. Also, it doesn’t have a super obnoxious screen effect, so it’s more palatable to me

[-] CodexArcanum@lemmy.world 15 points 1 day ago

I was trying to think on the history of this feature, since i wouldn’t necessarily count something like AvP's heatvision mode. That's meant to simulate a real thing, even if it works a bit gamey, by highlighting active objects.

Assassin's Creed is the game that, for me, codified the mechanic into it's current form. Hawk Vision or whatever they called it specifically highlighted game objects. I think they even mention that the animus machine is projecting that view to help Desmond see the world how his ancestors would have understood it.

But... I'm going to call the origin as being way farther back. In flight sims, your targeting hud can highlight enemies and targets by drawing little boxes around them. That is the very first instance I can think of where a game highlighted objects of interest for the player's benefit. Most flight sims (or adjacent genres like mech sims) would also label the box with the name of the thing, sometimes with health, ammo, weapon, or weakpoint indicators as well.

[-] OminousOrange@lemmy.ca 1 points 13 hours ago

Assassin's Creed also came to mind for me as one of the first time I encountered this. Eagle Vision I believe it was called.

I'd say that was different from target indicators, though. I feel those were more because distant targets weren't really visible because of the low resolution at the time, whereas Eagle Vision was more highlighting particular items of interest in the environment that were still otherwise visible.

load more comments (1 replies)
[-] Dasnap@lemmy.world 20 points 1 day ago

Does holding Alt in Baldur's Gate 3 fall under this? It doesn't have any kind of visual effect, but I do often find myself needing to use it to see what can be picked up or interacted with in the area.

[-] grrgyle@slrpnk.net 3 points 15 hours ago

Diablo had the same thing back in the day. Pretty much all those loot heavy games are unplayable without it

[-] ThatWeirdGuy1001@lemmy.world 17 points 1 day ago

Idk halo odst did this and I thought it was pretty cool. Assassin's creed also did it pretty well (I've only played 1, 2, brotherhood, and 3)

It's cool if it's done right imo

[-] Kolanaki@yiffit.net 10 points 1 day ago* (last edited 1 day ago)

The only game where I ever found this to be cool, is the one where you literally do that to see because you're playing as something that has no eyes and has to use echolocation.

load more comments (9 replies)
[-] djsoren19@yiffit.net 13 points 1 day ago

Counterpoint:

P I N G

[-] Stalinwolf@lemmy.ca 11 points 1 day ago

I think No Man's Sky was my first brush with it. In that game the feature is entirely necessary, especially when starting out on survival, but that was ground zero for me.

[-] JackGreenEarth@lemm.ee 9 points 1 day ago

Like in Hogwarts Legacy? Or your Witcher senses in TW3? Oddly I've only noticed it really with AAA games

load more comments (1 replies)
load more comments
view more: next ›
this post was submitted on 15 Oct 2024
227 points (90.7% liked)

Gaming

2979 readers
1004 users here now

!gaming is a community for gaming noobs through gaming aficionados. Unlike !games, we don’t take ourselves quite as serious. Shitposts and memes are welcome.

Our Rules:

1. Keep it civil.


Attack the argument, not the person. No racism/sexism/bigotry. Good faith argumentation only.


2. No sexism, racism, homophobia, transphobia or any other flavor of bigotry.


I should not need to explain this one.


3. No bots, spam or self-promotion.


Only approved bots, which follow the guidelines for bots set by the instance, are allowed.


4. Try not to repost anything posted within the past month.


Beyond that, go for it. Not everyone is on every site all the time.



Logo uses joystick by liftarn

founded 1 year ago
MODERATORS