• ashinadash [she/her]@hexbear.net
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    9 months ago

    They get put there because people dont find that shit on their own and its also a “respecting the players time” thing not to force them to explore everywhere looking for the climbable portion.

    Yeah like in the Sands of Time trilogy. Those games had easily readable climbing elements that respected your paths because of yellow paint blob-no-thoughts

    • GalaxyBrain [they/them]@hexbear.net
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      9 months ago

      Sands of Time was mostly a series of corridors of self contained puzzle rooms. With games being entirely unfocused experiences bow, you need the yellow paint. I’d prefer games just be shorter, more focused and cheaper, but here we are.

      • ashinadash [she/her]@hexbear.net
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        9 months ago

        Yeah like Uncharted, which for the entire PS3 lifecycle was linear games with yellow paint… Or Horizon Zero Dawn, which has exclusively linear paths in story missions coated in yellow paint… or Far Cry 3, which has extremely linear radio towers as climing “challenges” covered in yellow paint…

          • ashinadash [she/her]@hexbear.net
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            9 months ago

            You missed absolutely nothing, but they are all really big famous games with massive amounts of praise (somehow) from both players and media

                • GalaxyBrain [they/them]@hexbear.net
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                  9 months ago

                  I genuinely feel.like this at work sometimes, I’ll talk games with a dude 10 years younger than me who’s frustrated with whatever some online shooter did and I’m like ‘I unlocked the x cup in zero on the n64 and it was a white knuckle thrill. Got close to a personal best on Wild Guns and ran through the first Castlevanis.’ I played 3 games and had a sick time and he seems to just get mad at one at a time. The NES was my first console and I’ve always been more on the retro side of things post childhood and I think I just approach vidya games different than the kids now. I’m still arcade brained a bit.

    • KobaCumTribute [she/her]@hexbear.net
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      9 months ago

      It’s basically a shorthand for cinematic interact locations that otherwise get lost in the noise of otherwise-identical clutter surrounding them. Like “is that flattish rock a pretty scenery rock or a mantling-cutscene rock?” sort of stuff that gets solved by just splashing bright paint on the interactable stuff or otherwise making it stand out aesthetically even when that doesn’t make sense diegetically.

      • ashinadash [she/her]@hexbear.net
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        9 months ago

        Yes, really simple and shortcutty way to say to the player “OVER HERE DUMBASS, COME PRESS X A FEW TIMES”. Thank you AAA games, such depth of gameplay…?