• BougieBirdie@lemmy.blahaj.zone
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    2 months 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.

    • Lamps@lemm.ee
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      2 months 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
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        2 months 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.

    • SpaceBishop@lemmy.zip
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      2 months 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.

    • Paradachshund@lemmy.today
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      2 months 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
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      2 months 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.

      • scsi@lemm.ee
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        2 months 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.

        • fibojoly@sh.itjust.works
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          2 months 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.

  • paultimate14@lemmy.world
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    2 months 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.

    • cassie 🐺@lemmy.blahaj.zone
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      2 months 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!)

      • paultimate14@lemmy.world
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        2 months ago

        Oh I remember seeing that in development a while back when I looked up what the BioShock devs were up to. I didn’t realize it released!

        Another similar game in my backlog is Vale: Shadow of the Crown. Except instead of having a visual flash, the game relies entirely on audio cues to play and is completely blind-accessible. So completely different, but somehow feels like the same realm.

    • snooggums@lemmy.world
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      2 months 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
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        2 months 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.

    • Kusimulkku@lemm.ee
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      2 months 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

  • Honytawk@lemmy.zip
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    2 months 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.

  • Mandy@sh.itjust.works
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    2 months 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

  • Dasnap@lemmy.world
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    2 months 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
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      2 months ago

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

  • grrgyle@slrpnk.net
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    2 months 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.

  • brygphilomena@lemmy.world
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    2 months 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.

  • griD@feddit.org
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    2 months ago

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

    t, your local UI/UX guy

  • Ultraviolet@lemmy.world
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    2 months ago

    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.

    • vaultdweller013@sh.itjust.works
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      2 months 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.

  • ThatWeirdGuy1001@lemmy.world
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    2 months 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

  • Etterra@lemmy.world
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    2 months ago

    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.

  • Codex@lemmy.world
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    2 months 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
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      2 months 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.

  • jjjalljs@ttrpg.network
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    2 months ago

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

    • Lamps@lemm.ee
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      2 months 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