• Stalinwolf@lemmy.ca
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    1 month 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.

  • jjjalljs@ttrpg.network
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    1 month ago

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

  • ThatWeirdGuy1001@lemmy.world
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    1 month 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

      • EldritchFeminity@lemmy.blahaj.zone
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        1 month ago

        I like the way Ghost of Tsushima handled open world navigation with their wind system. Instead of a big GPS line or whatever that takes away from the game, the wind blows in the direction of where you’re going. Very subtle and works narratively while still being able to find where you’re going easily by just observing the world around you.

        • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.net
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          1 month ago

          It did that in a myriad of ways too, not even just the wind. Foxes take you to shrines, there are flocks of birds that indicate haiku spots, and golden parrots that lead you to pretty much any of the POIs you have not yet found. There is even an outfit that comes with a firefly that glows when you’re nearby certain rare items.

          I absolutely love it.

  • JackGreenEarth@lemm.ee
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    1 month ago

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

    • ZapBeebz_@lemmy.world
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      1 month 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!

  • BougieBirdie@lemmy.blahaj.zone
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    1 month 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.

    • Paradachshund@lemmy.today
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      1 month 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.

    • Lamps@lemm.ee
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      1 month 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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        1 month 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.

    • Rentlar@lemmy.ca
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      1 month 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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        1 month 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.

    • SpaceBishop@lemmy.zip
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      1 month 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.

  • paultimate14@lemmy.world
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    1 month 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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      1 month 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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        1 month 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.

    • Kusimulkku@lemm.ee
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      1 month 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

    • snooggums@lemmy.world
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      1 month 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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        1 month 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.

  • Dasnap@lemmy.world
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    1 month 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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      1 month ago

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

  • shutz@lemmy.ca
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    1 month ago

    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.)

    • Laser@feddit.org
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      1 month ago

      Super Metroid’s X-Ray is so cumbersome to use, I played it again recently and just wished for something like the tweet complained about.

      But you’re right, it’s not needed, not even on the first playthrough, as no key item is hidden in such a fashion in the game. Interestingly, sometimes it doesn’t even do anything, like when your path is only visually blocked by foreground.

      Unfortunately, I was playing the Super Metroid / Link to the Past randomizer and had forgotten some locations, so I did have to use it every now and then.

  • zephorah@lemm.ee
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    1 month ago

    I’m replaying Baldurs Gate for the first time in, what, 20 yrs? EE. As old and basic as the game is, I can either tap the tab key once to flash a silent light up of everything lootable in the room and leave it at that. Or. There’s a button to click on the side bar that just leaves it on all the time.

    This is the way. I don’t want to go all Witcher or do that god awful Dragon Age 3 search with that pulse noise. No annoyance. No sprained pinky. Just one click and done.