I'll start:
Ledges/walls that are clearly marked for you to jump/climb, typically using paint. For example, Dying Light 2:


Modern counterexample:
Conan Exiles lets you climb almost anything if you have the stamina to do it.


I had a surprising amount of fun with the game but the entire time I couldn't help but feel that the devs were forced to make it and a different game they wanted to make was struggling to get out from under that.

Titanfall 2 could cut it without the paint markers. What's everyone else's excuse?wndrbr wrote: ↑ July 18th, 2023, 06:40It all boils down to the graphics. Modern videogames have such busy and overly detailed visuals, it's hard to distinguish between actually interactable objects and environmental props that were put here for flavor. And this problem appeared as early as late 7th generation of consoles (Tomb Raider 2013 and Thief 2014 were among the first games where climb-able surfaces were marked with paint).
Videogame graphics should've stayed at late 6th gen / early 7th gen level.
I disagree, I think the problem is that the game is designed like a themepark: you can only climb up those specific ledges therefore they must mark them. If you had free-form climbing you'd simply figure it out on your own by finding the ledges that get you to the point you need to be at.wndrbr wrote: ↑ July 18th, 2023, 06:40It all boils down to the graphics. Modern videogames have such busy and overly detailed visuals, it's hard to distinguish between actually interactable objects and environmental props that were put here for flavor. And this problem appeared as early as late 7th generation of consoles (Tomb Raider 2013 and Thief 2014 were among the first games where climb-able surfaces were marked with paint).
Videogame graphics should've stayed at late 6th gen / early 7th gen level. These days the overly high graphical fidelity balloons the budget and only makes games look uncanny.

that would require them to completely change their game design philosophy, which isn't going to happen. "You can climb here and only here" was a thing in AAA games for more than 20 years already - Sands of Time trilogy, the first Tomb Raider reboot, etc. The only reason devs started to mark climbable surfaces was them seeing the playtesters struggling to find where to go because that particular ledge didn't look climb-able enough.rusty_shackleford wrote: ↑ July 18th, 2023, 06:55I disagree, I think the problem is that the game is designed like a themepark: you can only climb up those specific ledges therefore they must mark them. If you had free-form climbing you'd simply figure it out on your own by finding the ledges that get you to the point you need to be at.wndrbr wrote: ↑ July 18th, 2023, 06:40It all boils down to the graphics. Modern videogames have such busy and overly detailed visuals, it's hard to distinguish between actually interactable objects and environmental props that were put here for flavor. And this problem appeared as early as late 7th generation of consoles (Tomb Raider 2013 and Thief 2014 were among the first games where climb-able surfaces were marked with paint).
Videogame graphics should've stayed at late 6th gen / early 7th gen level. These days the overly high graphical fidelity balloons the budget and only makes games look uncanny.

Inherently how?rusty_shackleford wrote: ↑ July 18th, 2023, 13:58Crouch to sneak is a bad mechanic because it's a dumb mechanic. Nearly every stealth game is inherently stupid.

The way devs use it is unrealistic and stupid. Crouching's main aim should be to hide line of sight by using the environment, but in video games devs use it as a super silent mode that renders your footsteps inaudible, or to reduce visibility despite your character not being concealed by the environment.
Yeah, but that makes the game inherently stupid?Segata Sanshiro wrote: ↑ July 18th, 2023, 14:27The way devs use it is unrealistic and stupid. Crouching's main aim should be to hide line of sight by using the environment, but in video games devs use it as a super silent mode that renders your footsteps inaudible, or to reduce visibility despite your character not being concealed by the environment.
Yes, because it's a mechanic that is essentially arcade-tier. Same deal with enemies that just patrol back and forth for no reason.maidenhaver wrote: ↑ July 18th, 2023, 14:38Yeah, but that makes the game inherently stupid?Segata Sanshiro wrote: ↑ July 18th, 2023, 14:27The way devs use it is unrealistic and stupid. Crouching's main aim should be to hide line of sight by using the environment, but in video games devs use it as a super silent mode that renders your footsteps inaudible, or to reduce visibility despite your character not being concealed by the environment.
The marking of interactables in some way as distinct from non-interactable graphical clutter is sort of a necessity with modern graphics that are filled with noise. How else does one know that you are supposed to GET YE FLASK, and not the other 15 otherwise identical-looking flasks sitting nearby to make area look more "workshoppy"? How do you know that THIS air vent is the one you're supposed to open and fart into, and not the 15 other identical air vents that should have been equally valid but are really just bumpy textures painted onto the wall and not actual vents? That's why **** needs to be glowy or otherwise marked now.rusty_shackleford wrote: ↑ July 18th, 2023, 05:37Ledges/walls that are clearly marked for you to jump/climb, typically using paint. For example, Dying Light 2:
See, that'd be the alternative way of doing it: That things don't need to be marked for this functionality because there is no clutter: Everything you see is valid. Obviously, this entails a hell of a lot more work if suddenly every ledge is climbable, because what if the devs don't want you to actually climb here, but they still want to visually have a ledgy-thing there because it looks like there should be? Thus, the glowy ledges vs. the non-glowy ledges.rusty_shackleford wrote: ↑ July 18th, 2023, 05:37Conan Exiles lets you climb almost anything if you have the stamina to do it.
Often you can just do it in plain sight while they're looking right at you, make eye contact with them, nod acknowledgingly, and just keep walking right through like you're supposed to be doing that, and they won't react or otherwise try to stop you.maidenhaver wrote: ↑ July 18th, 2023, 14:59Modern stealth wouldn't work as an interesting mechanic, because I can literally walk past somebody watching tik toks and they won't know it. We live in a stealth game.
Very true, and so the best disguise is confidence and swagger.Norfleet wrote: ↑ July 18th, 2023, 15:02Often you can just do it in plain sight while they're looking right at you, make eye contact with them, nod acknowledgingly, and just keep walking right through like you're supposed to be doing that, and they won't react or otherwise try to stop you.

I would just tell this to video game devs:Norfleet wrote: ↑ July 18th, 2023, 15:02How else does one know that you are supposed to GET YE FLASK, and not the other 15 otherwise identical-looking flasks sitting nearby to make area look more "workshoppy"?
Exactly. Realistic graphics just make games worse, all around. Even if you don't discuss all the band-aids developers have to do just to design a playable area, there was always a sense of mystery and wonder that you get in things that are "worse". Low res textures, low poly models, fuzzier sound, sprites etc. Your mind tends to fill in the blanks, and you are more immersed as a result. Now?, all the rough edges are sanded away and everything is too **** boring. There is beauty in imperfection, we know this but we seldom admit it.wndrbr wrote: ↑ July 18th, 2023, 06:40It all boils down to the graphics. Modern videogames have such busy and overly detailed visuals, it's hard to distinguish between actually interactable objects and environmental props that were put here for flavor. And this problem appeared as early as late 7th generation of consoles (Tomb Raider 2013 and Thief 2014 were among the first games where climb-able surfaces were marked with paint).
Videogame graphics should've stayed at late 6th gen / early 7th gen level. These days the overly high graphical fidelity balloons the budget and only makes games look uncanny.
You have to realize that developers have ways of emphasizing where you need to go. They either design levels in a linear fashion, for example stairs that lead up to the next area or a door that ends the level, or they guide you along through less obvious visual cues. Maybe a series of streetlamps will lead you to where you need to go, or there are landmarks in the distance that you identify with.rusty_shackleford wrote: ↑ July 18th, 2023, 15:51There is nothing in that elevator shaft that is any more difficult to make out than the elevator shaft in VTMB's mansion level, yet that didn't require painting specific areas with yellow.
Elevator shafts are pretty linear...KnightoftheWind wrote: ↑ July 18th, 2023, 15:58You have to realize that developers have ways of emphasizing where you need to go. They either design levels in a linear fashion, for example stairs that lead up to the next area or a door that ends the level