this post was submitted on 15 Oct 2024
218 points (90.4% liked)

Gaming

2979 readers
509 users here now

!gaming is a community for gaming noobs through gaming aficionados. Unlike !games, we don’t take ourselves quite as serious. Shitposts and memes are welcome.

Our Rules:

1. Keep it civil.


Attack the argument, not the person. No racism/sexism/bigotry. Good faith argumentation only.


2. No sexism, racism, homophobia, transphobia or any other flavor of bigotry.


I should not need to explain this one.


3. No bots, spam or self-promotion.


Only approved bots, which follow the guidelines for bots set by the instance, are allowed.


4. Try not to repost anything posted within the past month.


Beyond that, go for it. Not everyone is on every site all the time.



Logo uses joystick by liftarn

founded 1 year ago
MODERATORS
 
top 50 comments
sorted by: hot top controversial new old
[–] [email protected] 25 points 12 hours ago

Unpopular opinion maybe, but I LOVE that shit!

[–] [email protected] 18 points 12 hours 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.

[–] [email protected] 3 points 10 hours ago

I’m thinking Splinter Cell had this kind of feature.

[–] [email protected] 6 points 12 hours ago
[–] [email protected] 11 points 16 hours ago (1 children)

The Batman Arkham games kinda do that right? Except it was more of a toggle when you had it on or not?

[–] [email protected] 8 points 10 hours ago

That's different. The detective mode is actually useful for when you have to clear a room. It's so good that some of the last and hardest enemies in the game are not visible while using it.

[–] [email protected] 142 points 1 day ago (4 children)

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.

[–] [email protected] 28 points 22 hours 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.

[–] [email protected] 44 points 1 day ago (1 children)

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.

[–] [email protected] 2 points 13 hours 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.

[–] [email protected] 25 points 22 hours 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.

[–] [email protected] 15 points 1 day ago (2 children)

You actively choose not to use it but if you didn't know about such a mechanic, sometimes you might end up like this.

[–] [email protected] 3 points 10 hours ago

When one guy is playing Morrowind and the other is playing Skyrim.

[–] [email protected] 11 points 23 hours 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.

[–] [email protected] 22 points 18 hours 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.

[–] [email protected] 25 points 19 hours ago (4 children)

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

[–] [email protected] 6 points 9 hours ago (1 children)

My god no man's sky before they finally added the option was a nightmare.

[–] [email protected] 4 points 8 hours ago (1 children)

Omg I had no idea you could disable it thank you!

[–] [email protected] 2 points 8 hours ago

Glad I could be of help lol.

[–] [email protected] 7 points 13 hours ago (2 children)

Holding it is better than pressing it 10,000x as fast as you can. That shit is fun when you're 12. Not so much when you're twice that age.

[–] [email protected] 3 points 9 hours ago* (last edited 9 hours ago) (1 children)

I'm positive I couldnt beat Metal Gear Solid 4 again 16 years later. One of the final sequences involves what felt like a 15 minute button mashing section that took extremely in shape 20 somthing me to my limit. My fucking forearms cramped like a really bad period

[–] [email protected] 2 points 9 hours ago

Most games these days have a setting in the accessibility settings section to change tapping to holding, and that's always one of the first things I check.

[–] [email protected] 1 points 11 hours ago (1 children)

This is about normal things like picking up an item, not a QTE. It feels horrible and a pretty big time waster.

[–] [email protected] 1 points 9 hours ago

They said "for literally anything" but yes, holding a button to pick something up gets annoying.

[–] [email protected] 17 points 18 hours ago

Toggle sprint, hold zoom, please and thank you

[–] [email protected] 6 points 19 hours ago

God yes. It makes everything feel unresponsive and less snappy.

[–] [email protected] 36 points 22 hours ago (2 children)

What? And get stuck in places because you didn't see the not-so-obvious object you needed to interact with?

Yeah, fuck that.

[–] [email protected] 7 points 13 hours ago (1 children)

Back in my day, the objects just glimmered every few seconds.

[–] [email protected] 8 points 12 hours ago

Back in my day they hovered off the ground, bobbing and rotating in place.

[–] [email protected] 3 points 15 hours ago

I don't mind it being an option but the game relying on it so much that it is a constant necessity that pains me.

[–] [email protected] 56 points 1 day ago (3 children)

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.

[–] [email protected] 4 points 15 hours 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

[–] [email protected] 14 points 22 hours ago* (last edited 22 hours ago) (2 children)

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!)

[–] [email protected] 2 points 17 hours ago

Oh! I remember watching someone play this game called The Voidness.

I love the idea of the scanner mapping the completely dark areas!

[–] [email protected] 3 points 19 hours ago* (last edited 19 hours 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.

[–] [email protected] 10 points 1 day ago* (last edited 1 day ago) (1 children)

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.

[–] [email protected] 7 points 22 hours 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.

[–] [email protected] 6 points 17 hours ago

The first game I remember doing this is The Witcher 2. Not sure if that's the first game to come up with the idea, but it's the earliest example I can remember.

[–] [email protected] 13 points 21 hours ago (1 children)

What about Satisfactory? It has that feature, but it also has alot more pros than cons?

[–] [email protected] 10 points 19 hours 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

[–] [email protected] 15 points 22 hours ago (2 children)

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.

[–] [email protected] 1 points 9 hours 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.

load more comments (1 replies)
[–] [email protected] 20 points 1 day ago (1 children)

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.

[–] [email protected] 3 points 12 hours ago

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

[–] [email protected] 17 points 1 day ago (1 children)

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

[–] [email protected] 10 points 1 day ago* (last edited 1 day ago) (9 children)

The only game where I ever found this to be cool, is the one where you literally do that to see because you're playing as something that has no eyes and has to use echolocation.

load more comments (9 replies)
[–] [email protected] 13 points 1 day ago

Counterpoint:

P I N G

[–] [email protected] 11 points 1 day 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.

load more comments
view more: next ›