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Various video game stuff not deserving its own thread

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Post by Rand »

boot wrote: January 12th, 2025, 18:29
Which thread do you go to to beg for games?

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There’s no saving this game.

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Post by DagothGeas5 »

Unhelpful Contrarian wrote: January 13th, 2025, 04:03
There’s no saving this game.

I see this only as some monster dressing up in the skin of Marathon's body it exhumed in the dead of night and, dancing around, it is asking for help to "make another as good as me".
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Last edited by DagothGeas5 on January 13th, 2025, 15:13, edited 1 time in total.
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Post by DagothGeas5 »

Sorry for double post, but I was reading the S.T.A.L.K.E.R. 2 thread and something 1998 said reminded me of a question: does anyone know when is it that "modern games" started to use that yellow signaling thing to let people ("gaming journalists") know something is interactable or not? Like a ladder, or the edge of a broken window that can be vaulted, etc.
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Post by logincrash »

DagothGeas5 wrote: January 13th, 2025, 15:53
Sorry for double post, but I was reading the S.T.A.L.K.E.R. 2 thread and something 1998 said reminded me of a question: does anyone know when is it that "modern games" started to use that yellow signaling thing to let people ("gaming journalists") know something is interactable or not? Like a ladder, or the edge of a broken window that can be vaulted, etc.
I remember people complaining about this all the way back when the Deus Ex Human Revolution gameplay trailer premiered. People were really ****** at how the ladders and boxes and **** were highlighted. So, at least 15 years back.
It might've started even earlier than that, but that's the example that jumped out in my memory.
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Post by UltraFan123 »

When it comes to letting the player know what is interactive and what isn't, I think a good comprise is to have a particular button/keyboard that can highlight said objects when you press it.
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Post by 1998 »

UltraFan123 wrote: January 13th, 2025, 16:09
When it comes to letting the player know what is interactive and what isn't, I think a good comprise is to have a particular button/keyboard that can highlight said objects when you press it.
For lootable containers, sure. But not for highlighting the way forward. The silly part is that it's in 95% of the cases anyway painfully obvious.

Basically tab ok, Witcher sense not so much.
Last edited by 1998 on January 13th, 2025, 16:20, edited 1 time in total.
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Post by Tweed »

boot wrote: January 12th, 2025, 18:29
Which thread do you go to to beg for games?

Someone buy me bannerlord on steam

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Post by wndrbr »

DagothGeas5 wrote: January 13th, 2025, 15:53
Sorry for double post, but I was reading the S.T.A.L.K.E.R. 2 thread and something 1998 said reminded me of a question: does anyone know when is it that "modern games" started to use that yellow signaling thing to let people ("gaming journalists") know something is interactable or not? Like a ladder, or the edge of a broken window that can be vaulted, etc.
somewhere in the middle of PS3/Xbox360 gen. Due to the advancements in photorealistic graphics it became more difficult for the players to 'read' the environment, and discern which elements can be interacted with, and which are just a set dressing.

Mirror's Edge highlighted the way forward (it wasn't always diegetic, just the various pipes/doors/pieces of wood changed their color from normal to bright red). It sort of made sense in Mirror's Edge due to the game being focused on speed, and players losing the sight of the current objective would slow the pace down and be detrimental to the core idea.
Image

The the rebooted Tomb Raider series used white paint to indicate climbable surfaces/ledges. The third game (Shadow of the Tomb Raider) added a difficulty modifier that let you disable the white paint (this, however, made the platforming more confusing).
Image Image

A lot of other devs decided to copy this feature, and started using white paint/dust/chalk/conveniently placed snow to make platforming easier without sacrificing the 'visual fidelity'.
Image Image Image Image

Resident Evil series started using color-coding for the interactable objects starting with RE7 (which was also the first RE game to utilize highly detailed props made with photogrammetry tools). In RE7 loot crates, the various interactable props, items, and even the main bad guy were highlighted using a diegetic means (yellow tape, yellow paint, main bad guy wears a yellow shirt).
Image Image Image Image

RE2 remake kept this feature, using yellow color to guide the player. Starting from RE3 remake Capcom became progressively more and more lazy, instead of coming up with immersive diegetic ways to guide the player they just slapped yellow paint/tape everywhere regardless of whether it would look OK or not.
Image Image Image Image

2023-2024 was the moment (Final Fantasy 7 remake, RE4 Remake, Stalker 2) gamers have finally began to notice this pattern and realized that the devs are treating them like fools.
Image Image Image Image

Basically, just another case of devs being lazy, mindlessly copying someone elses idea, treating their customers with contempt, over-using focus groups and designing their games around the most dumb playtester, etc.
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Post by rusty_shackleford »

wndrbr wrote: January 14th, 2025, 01:35
DagothGeas5 wrote: January 13th, 2025, 15:53
Sorry for double post, but I was reading the S.T.A.L.K.E.R. 2 thread and something 1998 said reminded me of a question: does anyone know when is it that "modern games" started to use that yellow signaling thing to let people ("gaming journalists") know something is interactable or not? Like a ladder, or the edge of a broken window that can be vaulted, etc.
somewhere in the middle of PS3/Xbox360 gen. Due to the advancements in photorealistic graphics it became more difficult for the players to 'read' the environment, and discern which elements can be interacted with, and which are just a set dressing.

Mirror's Edge highlighted the way forward (it wasn't always diegetic, just the various pipes/doors/pieces of wood changed their color from normal to bright red). It sort of made sense in Mirror's Edge due to the game being focused on speed, and players losing the sight of the current objective would slow the pace down and be detrimental to the core idea.
Image

The the rebooted Tomb Raider series used white paint to indicate climbable surfaces/ledges. The third game (Shadow of the Tomb Raider) added a difficulty modifier that let you disable the white paint (this, however, made the platforming more confusing).
Image Image

A lot of other devs decided to copy this feature, and started using white paint/dust/chalk/conveniently placed snow to make platforming easier without sacrificing the 'visual fidelity'.
Image Image Image Image

Resident Evil series started using color-coding for the interactable objects starting with RE7 (which was also the first RE game to utilize highly detailed props made with photogrammetry tools). In RE7 loot crates, the various interactable props, items, and even the main bad guy were highlighted using a diegetic means (yellow tape, yellow paint, main bad guy wears a yellow shirt).
Image Image Image Image

RE2 remake kept this feature, using yellow color to guide the player. Starting from RE3 remake Capcom became progressively more and more lazy, instead of coming up with immersive diegetic ways to guide the player they just slapped yellow paint/tape everywhere regardless of whether it would look OK or not.
Image Image Image Image

2023-2024 was the moment (Final Fantasy 7 remake, RE4 Remake, Stalker 2) gamers have finally began to notice this pattern and realized that the devs are treating them like fools.
Image Image Image Image

Basically, just another case of devs being lazy, mindlessly copying someone elses idea, treating their customers with contempt, over-using focus groups and designing their games around the most dumb playtester, etc.
Disagree because I don't think it has anything to do with 'visibility', clarity, etc.,
The yellow paint exists because the games are hollywood prop towns. 90% of the environment can't be interacted with, how are you supposed to know this ladder is climbable when the other 8 weren't? How can you know this barrel can be exploded when shot when the other barrels couldn't? This wall can be scaled but others couldn't? etc.,

There's a reason immy simmies don't need this crutch. :Inspector:

[edit]
Specifically, I'm disagreeing with this:
Due to the advancements in photorealistic graphics i
Last edited by rusty_shackleford on January 14th, 2025, 01:42, edited 1 time in total.
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Post by wndrbr »

rusty_shackleford wrote: January 14th, 2025, 01:40
wndrbr wrote: January 14th, 2025, 01:35
DagothGeas5 wrote: January 13th, 2025, 15:53
Sorry for double post, but I was reading the S.T.A.L.K.E.R. 2 thread and something 1998 said reminded me of a question: does anyone know when is it that "modern games" started to use that yellow signaling thing to let people ("gaming journalists") know something is interactable or not? Like a ladder, or the edge of a broken window that can be vaulted, etc.
somewhere in the middle of PS3/Xbox360 gen. Due to the advancements in photorealistic graphics it became more difficult for the players to 'read' the environment, and discern which elements can be interacted with, and which are just a set dressing.

Mirror's Edge highlighted the way forward (it wasn't always diegetic, just the various pipes/doors/pieces of wood changed their color from normal to bright red). It sort of made sense in Mirror's Edge due to the game being focused on speed, and players losing the sight of the current objective would slow the pace down and be detrimental to the core idea.
Image

The the rebooted Tomb Raider series used white paint to indicate climbable surfaces/ledges. The third game (Shadow of the Tomb Raider) added a difficulty modifier that let you disable the white paint (this, however, made the platforming more confusing).
Image Image

A lot of other devs decided to copy this feature, and started using white paint/dust/chalk/conveniently placed snow to make platforming easier without sacrificing the 'visual fidelity'.
Image Image Image Image

Resident Evil series started using color-coding for the interactable objects starting with RE7 (which was also the first RE game to utilize highly detailed props made with photogrammetry tools). In RE7 loot crates, the various interactable props, items, and even the main bad guy were highlighted using a diegetic means (yellow tape, yellow paint, main bad guy wears a yellow shirt).
Image Image Image Image

RE2 remake kept this feature, using yellow color to guide the player. Starting from RE3 remake Capcom became progressively more and more lazy, instead of coming up with immersive diegetic ways to guide the player they just slapped yellow paint/tape everywhere regardless of whether it would look OK or not.
Image Image Image Image

2023-2024 was the moment (Final Fantasy 7 remake, RE4 Remake, Stalker 2) gamers have finally began to notice this pattern and realized that the devs are treating them like fools.
Image Image Image Image

Basically, just another case of devs being lazy, mindlessly copying someone elses idea, treating their customers with contempt, over-using focus groups and designing their games around the most dumb playtester, etc.
Disagree because I don't think it has anything to do with 'visibility', clarity, etc.,
The yellow paint exists because the games are hollywood prop towns. 90% of the environment can't be interacted with, how are you supposed to know this ladder is climbable when the other 8 weren't? How can you know this barrel can be exploded when shot when the other barrels couldn't? This wall can be scaled but others couldn't? etc.,

There's a reason immy simmies don't need this crutch. :Inspector:

[edit]
Specifically, I'm disagreeing with this:
Due to the advancements in photorealistic graphics i
you're just saying the same thing using different words.

Videogame environments have always been made of things that have meaning and things that are just set dressing put here for the visual flavor. The better the graphics, the harder it is to discern the former from the latter. Even "immy simmies" suffer from this issue (or at least I suffered while playing dishonored 2 and DE-MD). You can't possibly make all the visual clutter meaningful gameplay-wise, so there are only two possible solutions - downscale the graphics by reducing the amount of clutter to make the image more readable, or use 'crutches' like yellow paint.
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Post by Tangerine »

wndrbr wrote: January 14th, 2025, 01:53
downscale the graphics by reducing the amount of clutter to make the image more readable
I haven't played a decent game post-2000 that I found myself ever saying "You know what this game needs? More prop clutter." I suppose if your entire game isn't set-dressed like a movie scene, you can't put it in your art portfolio.
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Post by 1998 »

Tangerine wrote: January 14th, 2025, 03:44
wndrbr wrote: January 14th, 2025, 01:53
downscale the graphics by reducing the amount of clutter to make the image more readable
I haven't played a decent game post-2000 that I found myself ever saying "You know what this game needs? More prop clutter." I suppose if your entire game isn't set-dressed like a movie scene, you can't put it in your art portfolio.
Seven was particularly bad in this regard. I dropped it after a few hours because I just never knew wtf is even going on on my screen.
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Post by 1998 »

Squeenix won't sell you their gaymes anymore, if you are mean to their employees

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Post by logincrash »

wndrbr wrote: January 14th, 2025, 01:35
Mirror's Edge highlighted the way forward (it wasn't always diegetic, just the various pipes/doors/pieces of wood changed their color from normal to bright red). It sort of made sense in Mirror's Edge due to the game being focused on speed, and players losing the sight of the current objective would slow the pace down and be detrimental to the core idea.
Image

The the rebooted Tomb Raider series used white paint to indicate climbable surfaces/ledges. The third game (Shadow of the Tomb Raider) added a difficulty modifier that let you disable the white paint (this, however, made the platforming more confusing).
Mirror's Edge also disabled guiding paint on the highest difficulty.
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Post by Val the Moofia Boss »

1998 wrote: January 14th, 2025, 04:26
Squeenix won't sell you their gaymes anymore, if you are mean to their employees

"Should Square Enix determine that an individual has engaged in an action against one of our employees or partners that exceeds socially acceptable behaviour or is harmful, we reserve our right to cease providing support services or to refrain from providing our group's products and services."

https://www.hd.square-enix.com/eng/comp ... olicy.html
SE would rather ban their paying customers than tell their ****** voice actor to stop causing bad PR on twitter by antagonizing the customers.
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Post by Tinky Winky »

1998 wrote: January 14th, 2025, 04:26
Squeenix won't sell you their gaymes anymore, if you are mean to their employees

"Should Square Enix determine that an individual has engaged in an action against one of our employees or partners that exceeds socially acceptable behaviour or is harmful, we reserve our right to cease providing support services or to refrain from providing our group's products and services."

https://www.hd.square-enix.com/eng/comp ... olicy.html
I just checked their games on wiki and none of them seem to be worth playing, which is an accomplishment by itself since they've release over a hundred of titles.
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Post by maidenhaver »

Tinky Winky wrote: January 14th, 2025, 05:11
1998 wrote: January 14th, 2025, 04:26
Squeenix won't sell you their gaymes anymore, if you are mean to their employees

"Should Square Enix determine that an individual has engaged in an action against one of our employees or partners that exceeds socially acceptable behaviour or is harmful, we reserve our right to cease providing support services or to refrain from providing our group's products and services."

https://www.hd.square-enix.com/eng/comp ... olicy.html
I just checked their games on wiki and none of them seem to be worth playing, which is an accomplishment by itself since they've release over a hundred of titles.
If you can be ten in 1997 1999, Chrono Cross was the best thing they made.
Last edited by maidenhaver on January 14th, 2025, 06:23, edited 1 time in total.
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Unhelpful Contrarian wrote: January 13th, 2025, 04:03
There’s no saving this game.

Marathon is such an incredible classic with aesthetics and unique story telling that is captivating to this day. It was absolutely ground breaking in both it's gameplay and what story in an FPS could be. The fact it's skin is now being worn for tarkov clone #3423 is ******* pathetic. Bungie should have just shut the **** up and kept making Halo.

I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Tinky Winky »

maidenhaver wrote: January 14th, 2025, 06:21
Tinky Winky wrote: January 14th, 2025, 05:11
1998 wrote: January 14th, 2025, 04:26
Squeenix won't sell you their gaymes anymore, if you are mean to their employees

"Should Square Enix determine that an individual has engaged in an action against one of our employees or partners that exceeds socially acceptable behaviour or is harmful, we reserve our right to cease providing support services or to refrain from providing our group's products and services."

https://www.hd.square-enix.com/eng/comp ... olicy.html
I just checked their games on wiki and none of them seem to be worth playing, which is an accomplishment by itself since they've release over a hundred of titles.
If you can be ten in 1997 1999, Chrono Cross was the best thing they made.
Just found out that I've played and enjoyed their very first game (and also the only game I've ever played made by them) as a kid on NES. Guess that they aren't worthless afterall.

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Post by Val the Moofia Boss »

Tinky Winky wrote: January 14th, 2025, 05:11
I just checked their games on wiki and none of them seem to be worth playing, which is an accomplishment by itself since they've release over a hundred of titles.
Their mainline Final Fantasy games are worth playing.
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Post by DagothGeas5 »

Vergil wrote: January 14th, 2025, 06:26
Unhelpful Contrarian wrote: January 13th, 2025, 04:03
There’s no saving this game.

Marathon is such an incredible classic with aesthetics and unique story telling that is captivating to this day. It was absolutely ground breaking in both it's gameplay and what story in an FPS could be. The fact it's skin is now being worn for tarkov clone #3423 is ******* pathetic. Bungie should have just shut the **** up and kept making Halo.

I only played the first Halo myself, and loved it to bits, are the other Halo games worth looking into?

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Post by Breathe »

DagothGeas5 wrote: January 14th, 2025, 16:15
Vergil wrote: January 14th, 2025, 06:26
Unhelpful Contrarian wrote: January 13th, 2025, 04:03
There’s no saving this game.

Marathon is such an incredible classic with aesthetics and unique story telling that is captivating to this day. It was absolutely ground breaking in both it's gameplay and what story in an FPS could be. The fact it's skin is now being worn for tarkov clone #3423 is ******* pathetic. Bungie should have just shut the **** up and kept making Halo.
I only played the first Halo myself, and loved it to bits, are the other Halo games worth looking into?

If we're talking campaigns 1 is still my favorite, but you'll have fun with 2 and 3 as well.

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Post by Vergil »

DagothGeas5 wrote: January 14th, 2025, 16:15
Vergil wrote: January 14th, 2025, 06:26
Unhelpful Contrarian wrote: January 13th, 2025, 04:03
There’s no saving this game.

Marathon is such an incredible classic with aesthetics and unique story telling that is captivating to this day. It was absolutely ground breaking in both it's gameplay and what story in an FPS could be. The fact it's skin is now being worn for tarkov clone #3423 is ******* pathetic. Bungie should have just shut the **** up and kept making Halo.
I only played the first Halo myself, and loved it to bits, are the other Halo games worth looking into?

1-Reach are fantastic. Avoid the rest like a ****** with super gorilla ebola aids

I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Roguey »

rusty_shackleford wrote: January 14th, 2025, 01:40
There's a reason immy simmies don't need this crutch. :Inspector:
nu-DX though :P
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Post by RangerBoo »


Can we finally stop pretending that the Fallout show is good and that Tim Cain is someone of worth to listen to?
Last edited by RangerBoo on January 14th, 2025, 22:25, edited 1 time in total.
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Post by maidenhaver »

Fallout ended 15 years ago.
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Post by maidenhaver »

Tinky Winky wrote: January 14th, 2025, 06:29
maidenhaver wrote: January 14th, 2025, 06:21
Tinky Winky wrote: January 14th, 2025, 05:11


I just checked their games on wiki and none of them seem to be worth playing, which is an accomplishment by itself since they've release over a hundred of titles.
If you can be ten in 1997 1999, Chrono Cross was the best thing they made.
Just found out that I've played and enjoyed their very first game (and also the only game I've ever played made by them) as a kid on NES. Guess that they aren't worthless afterall.

That wasn't made by square enix, though.
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Post by Roguey »

RangerBoo wrote: January 14th, 2025, 22:25
Can we finally stop pretending that the Fallout show is good and that Tim Cain is someone of worth to listen to?
Silly clickbait that misunderstands his point, possibly deliberately.
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Post by krokodil »

the fallout tv show is good thoughbeit, shame the LA fires are causing setbacks in production of season 2.