Mr.Miyagi
kiwifarms.net
- Joined
- Jul 5, 2022
Valve (or perhaps Turtle Rock, I forget who specifically was recorded for that node) also brought this up in their developer commentary on Left 4 Dead. I really appreciated going through and listening to all of those back when the Orange Box came out, because you get a lot of insight into how these games function, even stuff like the infamous antlion maze. If you put a light source into an environment, especially a darker environment with threats, players will naturally be drawn to it like moths to a flame. Once I realized that, I noticed it in many other games, and noticed it even more so when it was absent.I think it's understandable why visual guides are needed. But I think it's infinitely more interesting to make those guides be part of the world itself. One of my favorite examples has to be with the Half-Life 1 mod "Half-Life: Echoes", where a lot of the guidance is with the lights used in the building.
I guess the issue in general is how you can make an environment that has a more "natural" or "fitting" element to draw attention to interactivity, especially in areas that are heavily cluttered or dense with foliage or out in a place without much human activity (can't really have blinking lights drilled into the mountain face, most times.) High-contrast paint is just the simplest and easiest way to demarcate where the pretty scenery ends and the "I can punch this box" begins. And considering the ethos of a lot of these big games developed now is "get it done and out the door this quarter, or else," it's not too hard to see why they go for the path of least resistance.
I also think it's part of the continued effort to make sure that nobody can "fail" the game. Nobody wants to get a bunch of negative reviews and bad word of mouth because the players were too stupid to get past the first level without a hand-holding tutorial that spelled out each and every mechanic (and made you do it three times, of course.) Every game has to operate on the assumption that you've never picked up a controller before, that this is your first time learning that the analog sticks can move you and move the camera, and so on. It's important to have some guard rails (shitty games love to just assume you'll know exactly what the developer was thinking for each encounter, since they had no playtesting beyond the one guy making it), but the confluence of making games "cinematic" and "accessible" means you end up with games that might as well play themselves sometimes, just being stuck on the rollercoaster track until it's over. Yellow paint is part of that.