this post was submitted on 06 Apr 2026
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Yellow Paint (infosec.pub)
submitted 8 hours ago* (last edited 8 hours 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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[–] Kolanaki@pawb.social 13 points 6 hours ago* (last edited 6 hours ago) (3 children)

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.

[–] nightlily@leminal.space 3 points 2 hours ago

The newish Avatar game tries to minimise blatant signposting as much as possible and while the level designers/artists obviously did their best, boy is it tough to navigate sometimes. One of the densest natural environments in video games, and a lot of vertical navigation.

[–] TachyonTele@piefed.social 4 points 4 hours ago (1 children)

Pressing a button to highlight interactable objects is great. im too old to play point and click mini games.

[–] Kolanaki@pawb.social 5 points 4 hours ago

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. 🤣

[–] elvith@feddit.org 3 points 4 hours ago (1 children)

I'm currently replaying Cyberpunk 2077 and while it uses these color codes in some places to help you find alternative routes, you can climb almost anywhere and there were several instances where just having internalized that you can climb (given it having the correct height) will give you the edge in combat or result in you having a better/unexpected angle to a situation.

[–] Kolanaki@pawb.social 4 points 4 hours ago

When they have consistent traversal mechanics like being able to grab ledges you can jump about chest high to it's not much of an issue. You intuit where you can go pretty quickly once you understand the movement system. But games where everything you can climb is hand crafted and placed strategically to create a linear experience? You either have to make every climbable surface look identical so players easily recognize it as climbable (hand holds in rocks, vines, etc) or put some kind of marking on it (yellow/white/red paint splashes or highlights).

Trying to remember what it was I was playing recently where I came to a dead end and couldn't figure out what I was missing because the climbable wall in the dead end was a unique peice of geometry and had no hand holds, markings or anything. It was also the first time you come to a thing you can climb so it wasn't even established that you could ever go vertical.