this post was submitted on 15 Oct 2024
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[–] [email protected] 168 points 2 weeks ago (4 children)

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.

[–] [email protected] 56 points 2 weeks ago (1 children)

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.

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[–] SpaceBishop 41 points 2 weeks 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.

[–] [email protected] 31 points 2 weeks 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.

[–] [email protected] 17 points 2 weeks ago (3 children)

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

[–] [email protected] 11 points 2 weeks 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.

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[–] [email protected] 59 points 2 weeks ago (3 children)

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.

[–] [email protected] 19 points 2 weeks ago* (last edited 2 weeks ago) (2 children)

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!)

[–] [email protected] 6 points 2 weeks ago

Oh! I remember watching someone play this game called The Voidness.

I love the idea of the scanner mapping the completely dark areas!

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[–] [email protected] 11 points 2 weeks ago* (last edited 2 weeks ago) (1 children)

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.

[–] [email protected] 7 points 2 weeks 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.

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[–] [email protected] 45 points 2 weeks ago

Unpopular opinion maybe, but I LOVE that shit!

[–] Honytawk 38 points 2 weeks ago (2 children)

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

Yeah, fuck that.

[–] [email protected] 9 points 2 weeks ago (1 children)

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

[–] [email protected] 13 points 2 weeks ago

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

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[–] [email protected] 28 points 2 weeks ago (4 children)

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

[–] [email protected] 19 points 2 weeks ago

Toggle sprint, hold zoom, please and thank you

[–] [email protected] 10 points 2 weeks ago (3 children)

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.

[–] [email protected] 5 points 2 weeks ago* (last edited 2 weeks ago) (1 children)

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

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[–] [email protected] 9 points 2 weeks ago (1 children)

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

[–] [email protected] 5 points 2 weeks ago (1 children)

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

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[–] [email protected] 6 points 2 weeks ago

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

[–] [email protected] 24 points 2 weeks 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.

[–] [email protected] 23 points 2 weeks 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.

[–] [email protected] 23 points 2 weeks ago (1 children)

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.

[–] [email protected] 6 points 2 weeks ago

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

[–] [email protected] 21 points 2 weeks ago

If mandatory: meh
Accessability feature for players with impaired vision: great bloody UX

t, your local UI/UX guy

[–] [email protected] 20 points 2 weeks ago (1 children)

It's because in older games, you could clearly differentiate between the background and the gameplay relevant sprites or models drawn over it. It was a technical necessity but it doubled as communicating to the player what's important. When technology advanced past that being technically necessary, something needed to take its place. The pulse is just one of many ways to do that and the easiest one to integrate into a realistic artstyle. When you get more stylized, your options open up considerably.

[–] [email protected] 7 points 2 weeks ago

Honestly I would prefer it to just be a highlight, like in CRPGs where either itll highlight the outline of the object or the object itself.

[–] [email protected] 17 points 2 weeks ago (1 children)

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

[–] [email protected] 10 points 2 weeks ago* (last edited 2 weeks ago) (9 children)

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.

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[–] [email protected] 15 points 2 weeks ago (1 children)

Honestly if I could do this in real life for an object I'm looking for, and have the object ping and light up and flash and shit, I would love it.

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[–] [email protected] 15 points 2 weeks ago (2 children)

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.

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[–] [email protected] 14 points 2 weeks ago

If the game has a lot of stuff but only some of it is actually interactive, there should be a way to disambiguate.

[–] [email protected] 13 points 2 weeks ago

Counterpoint:

P I N G

[–] [email protected] 13 points 2 weeks ago (1 children)

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

[–] [email protected] 10 points 2 weeks 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

[–] [email protected] 12 points 2 weeks ago (1 children)

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

[–] [email protected] 8 points 2 weeks 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.

[–] [email protected] 11 points 2 weeks 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.

[–] [email protected] 9 points 2 weeks ago (1 children)

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

[–] [email protected] 7 points 2 weeks ago

That's because it's the easy way out for those studios. Can't design the macguffins so they're interesting to find no sir. They've got to be well hidden, but that makes it too difficult for the player and we can't have that! Better implement the Macguffin Highlighter Pulse™ to lead them right to it!

[–] [email protected] 8 points 2 weeks ago

subnautica does this and it's awesome

[–] [email protected] 7 points 2 weeks ago (1 children)

Earliest game I can think of would be Super Metroid, with it's X-Ray Scanner, which is an upgrade you get partway through the game. It's not 100% necessary, but some of the game's secrets are designed with it in mind.

The Metroid Prime games implemented an FPS version of this pretty well. Really contributed to the atmosphere in some places. Also, while the visors let you see otherwise invisible things, they also made other things harder to see (or, in the case of the scanning visor, you couldn't shoot while it was on.)

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[–] [email protected] 7 points 2 weeks ago

I hate picking up items. Oh I always stacked the pull in ability in kingdom hearts.

[–] [email protected] 6 points 2 weeks 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.

[–] [email protected] 6 points 2 weeks ago
[–] [email protected] 5 points 2 weeks ago

Looking at you Horizon ZD/FW.

[–] [email protected] 5 points 2 weeks ago* (last edited 2 weeks ago)

If it's like a fast fading wave but the highlight stays then thats fine.

If it's a toggleable mode that shows you only closeby items that you have to pick up and look at in a specific order, then fuck right off. Especially when it's so fucking obvious that theres a suspicious bloody knife stuck in a tree but I need to follow footprints to it first.

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