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.
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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.
so a game where you become The Stanley Parable Adventure Line(tm)
yes
lol. Love it. You get to make the Hard Mode level into Easy Mode for the user. That would be a fun game.
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.
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.
Please don't make me follow an NPC. That's worse than yellow paint.
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.
Humans used to be smarter
When was that?
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.
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.
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.
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.
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!
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.
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.
Pressing a button to highlight interactable objects is great. im too old to play point and click mini games.
Fr. Maybe some of the younger people just need to play some Point and Click games from the 80s snd 90s where they spend hours trying to figure out what they are missing only to discover they forgot a lockpick in the living room that is basically invisible to the human eye since it's two pixels in a low res image filled with noise. 🤣
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.
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.
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.
There’s been arguments online regarding accessible game design and the inclusion of yellow paint as an identifier.
I can't believe it bothers me as much as it does, but...
WTF happened to the sword? It disappears after panel 1
They swallow it for safe keeping during the jump
Cartoonist had to be OSHA compliant.
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