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If you are upset by yellow paint hen what is your proposed solution to retarded players?
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>>741262605
>what is your proposed solution to retarded players?
let them be filtered
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>>741262605
The final solution
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>>741262605
Better art aesthetic and shading so people know which objects are interactive and which are not
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I like how the book is yellow
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>>741262605
Wander around and press X on shit
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>>741262605
What the fuck I have that book hahahaha
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>>741262605
Retarded players don’t get to play

Maybe a retard difficulty which enables yellow paint
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>>741262605
proper level design, controlling sight lines, light source placement to draw the player's eye.
it IS typically the level designer's job to subconsciously signal to the player what the correct direction is, at least in linearish action games. yellow paint should just be a last resort if a game is shipping in like a week and every single tester is getting stuck
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>yellow paint on/off
There, 10 years of debating solved.
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>>741262605
>hen
I prefer cock. In the retarded player's ass.
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>>741262605
>what is your proposed solution to retarded players?
Let them die. The illiterate and the impatient should never feel rewarded.
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>>741262605
Euthanasia.
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what if a game where all the yellow paint misleads you and you have to learn to ignore it
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>>741262674
ok but now retarded players arent giving me money and i like receiving money for making video games. im going to put the yellow paint in my games because it makes me money.
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>>741262923
hire this man
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>>741262912
but that costs more money than the money i would make if i just put the yellow paint in
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>>741262923
im not paying extra money to design this when yellow paint always on juzt werkz
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>>741262923
>Giving players options.
Unironically gay and retarded.
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>>741263045
Or a game where you're the guy with the yellow paint and you have to make things clear for retarded, lemming-like players in different kinds of games
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>>741262605
https://www.youtube.com/watch?v=ui9hFeUrRrI
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>>741263053
Retarded players can get a guide and easy mode ring for a modest fee
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>>741262605
designer you game properly lazy nig devs
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The solution is to add an option to turn off the yellow paint that only one guy will use and probably not on the first playthrough. Customization is the key to the problem of diversity and odd gameplay requests.
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>>741263130
we all know these games dont make money
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>>741262605
Yellow paint should be an accessibility setting that is off by default.
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>>741262605
They can go back to watching TV or whatever
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Stop taking everything as a personal insult.
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>>741263686
you can't let them know it's an easy mode, sell it as part of the limited edition bundle. It adds yellow paint and handholding to the game, but it's marketed as "The Prima Edition Strategy Guide".
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>>741262605
>Better art design that hints to what the evs want rather than literally just putting yellow paint on it?
>the ability to activate yellow paint for help in the Options menu.
>Difficulty modes. Yellow paint is on easy mode.
either one of these or all at once.
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Yellow paint is a non-issue.
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>>741262923
That isn't really a solution, because there are times when it really is best to draw the player's eye towards something. Yellow paint is just an exceedingly lazy, ugly, and immersion-breaking solution to that problem.
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>>741263053
Ok. Let's kill the retarded players and you get their stuff and bank assets
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>>741262605
Eugenics
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>>741262605
Here's the real redpill about yellow paint
The problem actually isn't what the yellow paint is
The problem is what it represents
That now the majority of the people who they make video games for a vapid drooling idiots who can't even use basic thought or logic to play even a video game
You think just, oh man yellow paint makes /v/ seethe but the actual underlying truth is the game testers that they used to make the devs necessitate putting in that yellow paint is what actually causes the emotion
And the emotion isn't seethe
It's despair
Despair at the utter state of humanity now.
This is the real reason. I'd like see you even begin to try to dispute this
The horror of the modern consumer.
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>>741262605
Yellow paint should be an assist option. The game should ask you when it starts if you want it on or off.
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>>741265391
Then the drooling masses would still want it on.
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>>741265458
how does this affect you personally?
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>>741264854
>get stuck
>look around a minute or two
>turn yellow paint on
>ah yes, of course
>turn yellow paint off
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>>741262605
Let them be filtered. Either that, or hand them a 5th gen 3D platformer like Banjo-Kazooie or Spyro 1 so they can learn a thing or two about playing vidya at the most fundamental levels. But mostly let them be filtered.
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>>741263053
>now retarded players arent giving me money
Not my problem. Design good video games.
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>>741263053
>ok but now retarded players arent giving me money
Yes they are. The amount of normalfags and retards that actually finish videogames is astonishingly low. They'll get filtered, look up the solution or drop it but still buy the sequel
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>>741263053
Make it an 'ACCESIBILITY OPTION' with default being OFF, dumbo.
This way the faggots from /v/ will get of your case and game journalists will praise you for making your game accessible to masses.
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>>741264854
>That isn't really a solution, because there are times when it really is best to draw the player's eye towards something.
Retard take.
There's so many options besides yellow paint to attract player's attention.
Typically games use bunch of lit candles, torches or some shiny collectible on the ground that might seem inaccessible on the first glance but since there's an item, players will take a second look.
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It's crazy that gameplay testers are usually retards what's up with that? Where do they get these people?? There must be nepotism involved
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You hear devs talk about that shit all the time in commentary material, how the gameplay testers are usually really dumb people
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>>741262605
This was solved decades ago. You just add a super-annoying Helper NPC who 'guides' the player by telling them exactly where to go if they don't make any story progress for long enough. Players going through the story at a normal pace will never hear 'Hey! Listen!' while players who can't read will get hints as they need them.
If it takes the player too long to clear a room, the Helper NPC bends over and shits yellow liquid all over the thing that the player needs to look at.
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>>741262923
Bad solution. It just encourages lazy level design because the devs can say 'Well, if they start getting lost they can turn on the yellow paint option'. So you end up with shit levels.
It shouldn't be an option.
>But what about people who don't understand visual cues and lighting
They can use a guide.
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>>741262605
Yellow paint is not a solution to retarded players. Yellow paint is a solution to poor direction of bloated teams and outsourcing. It exists because the people designing levels and the people designing assets have no idea what the other is doing. The solution is to enforce a maximum cap on the number of people allowed to work on a game.
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>>741262605
Just use HUD/UI markers if you're unable to create clever in-game visual indicators thay would look natural for both the character you're playing and the player.

I have no issue against retarded players. Depending on the genre of the game, having small guidance is a good thing. You don't need to stumble around finding your way in a title like DMC. Yellow paint isn't inherently bad due to its quality as a visual indicator of where you should go, it feels dishonest because it's the direct representation of a corporate decision to follow established standards with no regard as to why they can be applicable. Compare yellow paint to the blood painting seen in the first Outlast. In that game, Father martin was actually going around the asylum leaving hints directed at the main character first, player second; but it helped you all the same and came with a valid in-universe explanation. For all the issues I can find with the RE2 remake, something it sometimes did great was highlighting important things or using yellow tape and other everyday items that caught the eye instead, which also works in real life because that's how they're often used.

Point being unless the game provides a satisfactory answer to:
>who the fuck would go around leaving yellow paint everywhere at specific areas of interests for the main character
it will stick out like a sore thumb.
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>>741262605
revive the 32 bit era of phone games to keep them placated
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>>741263053
They never gave money because they just watch someone on twitch play it anyways.
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>>741262605
Abortion
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>>741262605
The yellow paint is needed because the game environment is photorealistic and progression paths aren't as obvious as they used to be. Return to stylised graphics and you wouldn't need yellow paint.
>but muh grafix
Yeah, but not many can afford inflated prices for components now, so it's actually a benefit to make games for lower end machines.
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>>741262605
nuke all yellow paint ever
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>>741262605
It's one of those performative outrages because if it wasn't there everyone would be crying their pussies out about getting lost. Game developers extensively test their games and they found that is what it takes to take ADHD morons to not get lost in the sea of post-processing effects.
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>>741262605
>what is your proposed solution to retarded players?
Self-improvement out of pure spite that a kid's toy is too hard for them.
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>>741262605
Systematically torture everyone who doesn't live up to my impossibly high standards until they magically transform into what I want them to be or they die.
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>>741262605
Best thing you can do as a developer is to never ever listen to youtubers and their parrot drones here.
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>>741264372
>Goth beaker
I'm going to avoid thinking too hard about this in case I harding to think.
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>>741265925
Got it, so we add a vision you can turn on and off with a button that highlight things.
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>>741262605
Lighting and level design. If you can't draw a players eyes to a point without having to put a giant yellow sign on it you are shit designer and your players are retarded.
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You don't need yellow paint for climbable railings if your level designers and environment artists are good at their job.
I've played two games recently that really highlight this issue: Assassin's Creed 2 and James Bond 007 First Light.
>First Light has levels that are more linear than a train track, but still has """necessary"" blue drapes over climbable areas and very obvious yellow paint trails (or an equivalent) over where you can climb. It's totally unnecessary and feels frankly insulting to the player.
>Assassin's Creed 2 has a giant open world and a million buildings you can climb. Climbing tall structures is a core part of the game but the game never once treats players like a retard. Climbable objects LOOK PHYSICALLY climbable. They don't have gay """game design language""" like yellow markings, they have real physical footholds where you can see and logically think "yeah Ezio can scale that". It makes the player feel smart without being too obviously guided.
Games in 2026 are being mogged by late 2000s Ubisoft, shit is ridiculous.
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>>741263170
Personally, it pisses me off to see that bullshit and breaks my immersion. Something like runner vision or glinting object is much easier on the eyes, because it can be chalked up to the characters internal intuition rather than something real in the world.
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>>741262605
>Level design
Consult any Valve level design from HL2 onwards. If they could do it 20 years ago, there's no excuse.

>Important objects
Give them a consistent, distinct look, frame them nicely in levels and introduce them clearly to the player.

>Everything else
Just copy Valve. Yeah they have button prompts and slap big obvious arrows around but nobody complains once they do it.
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>>741271160
Valve spent a long ass time dealing with retarded playtesters that they had to completely dumb down level design for them. Is that what people really want?
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>>741271396
If the smokes and mirrors are convincing enough, Yeah.
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>>741271160
>Consult any Valve level design from HL2 onwards
who's gonna tell him
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>>741262605
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>>741271603
Now post an actual game comparison.
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>>741262605
Older games used to illuminate the paths you were supposed to go with lighting cues, be it the object being slightly highlighted in contrast to the rest of the environment or actual lights that made it obvious were to go without taking out the immersion of someone hand holding you with paint trails.
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>>741262605
Consistent visual design language and better designed signposting. Yellow paint exists for retarded, parallelized devs who don't communicate properly.
If I make candles a valuable item to collect or a way to mark important items, then what the fuck happens when some random retard starts using candles as a background prop that does nothing? At least with yellow paint everyone involved in development knows what it is for and so does the player, so there's no need to teach the player anything or establish coherent development.
Trying to use voice actors to fix problems is also an issue, because it involves communication between several different teams, so you always get the super obvious hints that play before you've even looked at the puzzle.
>>741265308
It represents games made with too many developers.
>>741268456
It works fine in photorealism, you just need competent developers and no outsourcing.
>>741271784
Older games used to be 4:3, which allowed developers to guide the player by exploiting tunnelvision and framing.
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>>741271603
Old Tomb Raider vs Nu Tomb Raider
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>>741262605
High poly high detail interactables and characters
Everything else is low poly
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>>741271949
meant for >>741271656
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Auto play if you leave controls alone for 10 seconds or so.
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>>741262878
did your mom buy it
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Throw blue tarpaulin down everywhere. That sounds like a great idea.
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>>741271897
>Older games used to be 4:3, which allowed developers to guide the player by exploiting tunnelvision and framing.
First I am actually hearing of this. Then at the very least work on making it so if you are doing one path that leads to the next checkpoint and another that leads to a secret you add something that makes that clear. Space Marine 2 did a good job of this by showing I was about to start a sequence or continue with console prompts "Hold E to Interact with Lift Controls" etc.
A last resort, maybe have waypoint markers like in Darktide.
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>>741263053
But now I'm not giving you money.



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