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Yellow Paint (thelemmy.club)
submitted 6 days ago* (last edited 6 days ago) by cannedtuna@lemmy.world to c/comicstrips@lemmy.world

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I don't mind yellow paint as much as it is a sign of the broader issue of big games trying to be idiot-proof. If a game has yellow paint I expect it to be as easy as it can be outside of giving me literal god mode.

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[-] Quacksalber@sh.itjust.works 263 points 6 days ago* (last edited 6 days ago)

I find the whole yellow paint argument to be stupid. Back in the day, level design was so spartan, that if you saw a ladder, you could reasonably infer that you could climb the ladder. Nowadays, level design has become so rich in detail that you need a way to differentiate between objects you can interact with and objects that are just placed for fluff.

[-] faythofdragons@slrpnk.net 131 points 6 days ago

I have wasted so much fucking time in games trying to climb ladders that were just decor.

[-] red_tomato@lemmy.world 74 points 6 days ago

I have also wasted so much time being stuck in games because I couldn’t find that one ladder I’m supposed to climb.

[-] marcos@lemmy.world 29 points 6 days ago

Is that comparable with the amount of time people spent trying to open walls in Wolfenstein 3D?

[-] Quetzalcutlass@lemmy.world 29 points 6 days ago
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[-] lobut@lemmy.ca 10 points 5 days ago

I'm so blind when I was playing Control for hours and just couldn't figure out how to advance. Turns out the way I was looking at the corridor made me blind to the exit on the left and just kept going to the exit on the right. Don't get me wrong, almost no one has this issue, but I find a good way to get caught doing stupid things.

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[-] wizardbeard@lemmy.dbzer0.com 52 points 6 days ago* (last edited 6 days ago)

Thank you! This is something I saw coming as games got more visually detailed and environments got more visually dense. There was this generation of "detective mode"/"spirit vision"/"highlight the important shit" and I remember that in some games it was so constantly necessary to use that to figure out where you needed to go that you spent more time in desaturated rave-land than seeing that actual game.

I feel like decent signposting, guiding the player towards interactables and points of interest, etc is slowly being lost in favor of "toggleable highlight vision" and yellow paint. It's a fucking video game, use some rim-lighting or a sparkle effect. Point a toppled lamp at the ladder. Either go all in on realistic environments and work harder to direct your players in ways that don't break immersion or accept some element of "game-ness" and just highlight the objects.

The toggle-able highlight vision fucks with the gameplay flow, and the yellow paint on shit that doesn't make sense unless an omniscient helper is leading us just breaks immersion and versimilitude for me more than any glowing collectable does.

[-] mschae@discuss.mschae23.de 30 points 6 days ago

The Portal games were really good at this. Using the environment to guide the player where they needed to go and then they used lighting to show what you should look at.

Portal 1 did have some red arrows and “this way” signs on the walls, but that actually made sense because there was someone helping the player character out.

[-] squaresinger@lemmy.world 12 points 5 days ago

Portal 1 had a very spartan level design. There was only a very limited set of interactible assets, so it was easy to learn which five assets can be interacted with. But also there wasn't really much of anything else in the levels. Everything was clearly visible and understandable, because there really wasn't anything there.

Try to do Portal 1 in a forest setting, or in a detailed medieval city centre environment. That kind of design language would completely fall apart.

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[-] tyler@programming.dev 15 points 6 days ago

Or you could argue it’s sparse in detail. If there’s a ladder why the fuck can’t I climb it? Why does it fucking need yellow paint? Can you imagine being new to video games and you try doing random normal things and they don’t work and they you try it again in a different location and it does? It would be infuriating.

[-] Quacksalber@sh.itjust.works 12 points 6 days ago

For ladders, yes. But take Horizon Forbidden West for example. Most rocks and cliff faces are climbable, but you can't tell by just looking at them. You have to use your focus, their version of yellow paint, to see where you can and can't go.

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[-] SlurpingPus@lemmy.world 10 points 5 days ago* (last edited 5 days ago)

I love exploring the levels in some games like ‘Half Life’ and ‘Deus Ex’. One of my favorite gaming moments was when I put the hovercraft in HL2 up on the wooden platform three meters from the ground. Then I promptly fell from that platform myself and had to finish the watery level on foot, including running away from the firing helicopter.

[-] CommanderCloon@lemmy.ml 3 points 4 days ago

I disagree, yellow paint is pure laziness. Games can still rely on lighting and other environmental guidance, but they just chuck paint everywhere instead of thinking their level design & environments correctly.

Elden ring is a great example of that, constantly placing environmental clues everywhere to attract your eye without needing any objective markers or other cheap tricks

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[-] bjoern_tantau@swg-empire.de 107 points 6 days ago

I'd like to make a game where it's your job to use yellow paint to show the hero where to go. You'd have to predict how the level would crumble during the chase sequence. If you did everything correctly you'd get a AAA rating.

Your overall goal is to suck the player's intelligence up or so.

[-] aeiou@piefed.social 53 points 6 days ago

so a game where you become The Stanley Parable Adventure Line(tm)

yes

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[-] areakode@riskeratspizza.com 20 points 6 days ago

lol. Love it. You get to make the Hard Mode level into Easy Mode for the user. That would be a fun game.

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[-] squaresinger@lemmy.world 24 points 5 days ago

Tbh, I don't mind yellow paint. I do mind the main character using voice-over to instantly spoil the solution to every riddle as soon as the MC enters the riddle area.

Hogwards Legacy was terrible with this. Riddle: Find the McGuffin in the target area. As soon as the main character steps foot in the target area they say "I wonder if the McGuffin is located behind these vines over there". Thanks for nothing.

[-] captainlezbian@lemmy.world 12 points 5 days ago

Yeah I find the yellow paint is far better than the guessing at which of many ledges that look climbable to see which actually is.

[-] Doc_Crankenstein@slrpnk.net 12 points 5 days ago

The yellow paint was kinda necessitated by the advent of highly detailed worlds. With so much extra visual noise it's harder to see which objects are interactive.

We didn't need them before because everything had such little geometry that it was easier to tell what was what. People weren't smarter, games were just a lot more simple.

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[-] 87Six@lemmy.zip 9 points 5 days ago

There's good examples too. I genuinely found Aloy's comments helpful in horizon forbidden west. Usually she said something right as I was getting frustrated.

Though sometimes she spoke way too soon.

[-] Doc_Crankenstein@slrpnk.net 6 points 5 days ago

I also really like the way they did the "yellow paint" in Forbidden West. It being a hologram that can be toggled was such a great way to keep the concept while not needing to compromise the visual aesthetic of environment design.

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[-] Rcklsabndn@sh.itjust.works 3 points 4 days ago

'Huh, maybe I can tap the curvy arrow to respond to this response... what if I up vote it so people will respond to my response...'

[-] calcopiritus@lemmy.world 35 points 5 days ago

Yellow paint is just lazy level design.

Yes, yellow paint exists to solve a real issue. But many games before it have managed to fix that issue.

Wanna guide the player through a path? Have a guide NPC go before you (might even be the villain in a chase sequence!).

Want to clearly show in which places you can do X thing? Have a clear visually distinct asset that stands out mark those places. Make sure you don't have similar assets elsewhere.

If the argument is accessibility, just make it an option to turn those special assets bright pink/yellow, or just a much more distinct (even if visually unappealing) asset for higher-budget games.

Wanna show which ledges are grabbable? This may be the only acceptable use case. But even then, there are more discrete ways like shining stones or have the character extend its arm towards it or something. Or just make basically every ledge grabbable. I had no issues in either sm64 nor in the original assassins creed, and neither had yellow paint.

[-] Paradachshund@lemmy.today 33 points 5 days ago

The big reason this shifted was because of how detailed modern AAA environment are. The environments are now richly detailed, which makes it confusing since interactivity hasn't kept pace with visuals. This required more heavy handed guidance like yellow paint, or interaction prompts on objects.

I think classic WoW is an interesting thing to study in comparison. It doesn't even tell you what's interactive at a glance, but it's clear because there are so few objects in each area.

[-] feannag@sh.itjust.works 19 points 5 days ago

Please don't make me follow an NPC. That's worse than yellow paint.

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[-] squaresinger@lemmy.world 8 points 5 days ago

Tbh, all these solutions are yellow paint in a different coat.

Wanna guide the player through a path? Have a guide NPC go before you (might even be the villain in a chase sequence!).

So now I have to tag behind an NPC that runs at 75% of my speed, because if I lose them the whole concept falls apart, so I have to bumble around behind them? No thanks. Or if it's a villain, the whole immersion breaks after I realize the villain doesn't actually run off if I don't follow, but instead just waits at the next corner for me to catch up.

Want to clearly show in which places you can do X thing? Have a clear visually distinct asset that stands out mark those places. Make sure you don’t have similar assets elsewhere.

So the yellow paint is a yellow asset? Or a slightly less yellow asset? It's the identical thing, just a little less visible. That was OK for Wii games and before that, because anything that deserved its own asset was interactible. There's a plain wall with a 16 polygon cube on it, well of course this is an interactible button. Now do the same on a highly-detailed wall with bumps, groves, wood supports and so on.

If the argument is accessibility, just make it an option to turn those special assets bright pink/yellow, or just a much more distinct (even if visually unappealing) asset for higher-budget games.

So yeah, that's just yellow paint in 3D.

Wanna show which ledges are grabbable? This may be the only acceptable use case. But even then, there are more discrete ways like shining stones or have the character extend its arm towards it or something. Or just make basically every ledge grabbable. I had no issues in either sm64 nor in the original assassins creed, and neither had yellow paint.

Assassins creed didn't have to show you what's grabbable, because everything was grabbable. You could literally run up to any random wall and the player character would climb it.

SM64 falls in the "16 polygons per wall" category.

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[-] BillyClark@piefed.social 34 points 6 days ago

Humans used to be smarter

When was that?

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[-] taiyang@lemmy.world 23 points 6 days ago

I play so many old games I practically forgot about yellow paint, but the last AAA I played didn't use that or minimaps, and despite being mostly linear, it was an absolute chore in an overly detailed environment.

Ya don't need literal yellow paint like in some games (although I know there's reasons for that) but lighting is really a nice way to do it. And in either case it's better than waymarks and big ol' arrows pointing the fastest route to a quest target, I still want to use my brain a little after all!

[-] Couldbealeotard@lemmy.world 13 points 5 days ago

FFXVI doesn't have a minimap because the director thought it wasn't immersive to have one. So now I'm opening the map menu every 30 seconds to figure out which part of the slightly flooded swamp can be walked on. So immersive.

That game made it feel like you were punished for trying to explore.

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[-] Rcklsabndn@sh.itjust.works 5 points 4 days ago* (last edited 4 days ago)

I just wish developers of narrative walking simulators would put more work into showing where you can't go. If I was walking through a haunted asylum with a demon pig man chasing me down a dingy corridor, a couple over turned office chairs and some disarrayed stationary should not block a possible path of egress.

Give me some proper rubble, or a pool of lava, or something.

Edit: I really told the Internet what I felt about walking simulators. Feel free to ignore the rest of this tirade. I've just experienced too much 'Walk from point A to Point B while you listen to the voice acting we spent 90% of our budget on.

[-] Rcklsabndn@sh.itjust.works 4 points 4 days ago

I'm also one of Those People that will immediately negate a star from a review if I cannot jump in your first person game. Take that for what it is.

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[-] Kolanaki@pawb.social 19 points 6 days ago* (last edited 6 days ago)

People complain about the yellow paint, but have you played more modern games that don't do that or don't have floating waypoint markers? Spend 10 minutes looking for where you're supposed to go because they want you to scale a wall that does not look obviously scaleable all because they did nothing to get your attention to it.

People also complained about, IIRC, Hitman Bloodmoney because it started highlighting usable objects when previously the only way you'd know you could use something was by walking up to it and trying to use it. Since you can't interact with everything showing what can be interacted with is a huge help.

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[-] Diddlydee@feddit.uk 13 points 6 days ago* (last edited 6 days ago)

I have no idea what this yellow paint in games thing is. Never seen it in any game ever.

Sometime in the PS3 era, graphics got so realistic that...

Let's back up a second. Go play Ocarina of Time. OoT has wall climbing mechanics, but Link can't just climb any wall, it has to be a climbable wall, and that is denoted by a different texture. Most commonly vines, but there's a ladder-like texture on a wall on Death Mountain and rough brick in the Spirit Temple. And one wall in a Skulltula nook that isn't textured, but Link can climb it anyway.

The 3D environments on the N64 were pretty rudimentary; big chunky rectangles. A couple generations of console later, you get pretty realistically noisy environments. And you'll have the exterior of a building or a pile of debris or some other set piece that has a single intended climbable path. Where older games would just...lay out a weirdly rectangular patch of climbing vines, now your character is supposed to climb pipes, ledges, window sills etc.

Not everywhere in the world is climbable, so they started tinting actually climbable surfaces a distinctive color, often yellow, sometimes white. The new Tomb Raider games do this, later Final Fantasy games do this, Horizon Zero Dawn/Forbidden West do it, etc.

The biggest extreme is Mirror's Edge. The game's primary mechanic is parkour, so the "paint climbable edges yellow" technique is elevated to the game's whole aesthetic; the environment is stark white with parkourable elements tinted bright red. Looks cool and stylized while also allowing the player to process the visual information fast enough for a parkour game.

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[-] Klear@quokk.au 13 points 6 days ago

I remember seeing it it Mad Max:

For the record, the game is great and the paint there never bothered me. I consider it an acceptable break from reality, much like medkits and not wasting ammo when reloading a half-empty clip.

[-] tyler@programming.dev 12 points 6 days ago

Some other people have listed some, I’ve seen it in tomb raider, uncharted, dishonored. It’s used in Star Wars, assassins creed, it takes two, split fiction, and tons more.

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[-] MidsizedSedan@lemmy.world 7 points 5 days ago

Treasure ahead

Time for jumping

[-] elephantium@lemmy.world 8 points 5 days ago

I can't believe it bothers me as much as it does, but...

WTF happened to the sword? It disappears after panel 1

[-] Kacarott@aussie.zone 11 points 5 days ago* (last edited 5 days ago)

They swallow it for safe keeping during the jump

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[-] JennaR8r@lemmy.dbzer0.com 8 points 5 days ago

Cartoonist had to be OSHA compliant.

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this post was submitted on 06 Apr 2026
780 points (97.0% liked)

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