this post was submitted on 06 Apr 2026
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Yellow Paint (infosec.pub)
submitted 5 hours ago* (last edited 5 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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[–] calcopiritus@lemmy.world 14 points 1 hour ago (2 children)

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 13 points 1 hour 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 4 points 47 minutes ago

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

[–] taiyang@lemmy.world 8 points 2 hours 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!

[–] Quacksalber@sh.itjust.works 156 points 5 hours ago* (last edited 4 hours ago) (5 children)

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.

[–] wizardbeard@lemmy.dbzer0.com 24 points 3 hours ago* (last edited 3 hours ago) (1 children)

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 14 points 2 hours ago (1 children)

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.

[–] SuperPengato@scribe.disroot.org 6 points 2 hours ago (2 children)

Also, we definitely needed to know whether or not the cake was real.

[–] samus12345@sh.itjust.works 4 points 51 minutes ago* (last edited 50 minutes ago)

The cake, in fact, was not a lie.

[–] samus12345@sh.itjust.works 0 points 50 minutes ago

The cake, in fact, was not a lie.

[–] faythofdragons@slrpnk.net 81 points 5 hours ago (4 children)

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

[–] lobut@lemmy.ca 3 points 1 hour ago (2 children)

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.

[–] TachyonTele@piefed.social 2 points 1 hour ago

I believe Control color coded where to go too. But it's subtle.

[–] faythofdragons@slrpnk.net 2 points 1 hour ago

I run into that sometimes, where they decide that it's all the same material right? And then make the floor texture the same as the wall texture, so holes in the wall are completely invisible.

[–] red_tomato@lemmy.world 48 points 5 hours 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 19 points 5 hours ago (1 children)

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

[–] Quetzalcutlass@lemmy.world 16 points 4 hours ago (1 children)
[–] ivanafterall@lemmy.world 3 points 39 minutes ago

You can't spell unfun without unf.

[–] LodeMike@lemmy.today 3 points 4 hours ago (1 children)

Fucking time? So like 5 minutes right? /s

[–] faythofdragons@slrpnk.net 4 points 3 hours ago

It does leave me pretty unsatisfied, ngl

[–] paraphrand@lemmy.world 5 points 2 hours ago* (last edited 2 hours ago)

Dense environments on a screen have this impact. But that issue fades some when you are immersed in them in VR. Your spatial reasoning kicks in better and things become more intuitive. On a flat screen it becomes an ever moving eye spy/where’s Waldo thing in some ways.

Not really a “solution” just an observation from a VR head.

And it doesn’t fix “disabled” objects like things you expect to be able to use, but can’t due to gameplay/design reasons.

[–] tyler@programming.dev 13 points 4 hours ago (1 children)

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 8 points 4 hours ago (2 children)

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.

[–] TachyonTele@piefed.social 1 points 1 hour ago

I truly think you might be colorblind. You should see an eye professional.

[–] Grail@multiverse.soulism.net 7 points 4 hours ago (1 children)

Horizon has yellow rope...

[–] TachyonTele@piefed.social 3 points 1 hour ago

Lol it also has yellow ledges. That person might be colorblind.

[–] cRazi_man@europe.pub 5 points 3 hours ago

I liked Day9's take on the matter.

[–] Kolanaki@pawb.social 11 points 3 hours ago* (last edited 3 hours ago) (2 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.

[–] elvith@feddit.org 2 points 1 hour 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 2 points 56 minutes 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.

[–] TachyonTele@piefed.social 3 points 1 hour 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 3 points 1 hour 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. 🤣

[–] bjoern_tantau@swg-empire.de 70 points 5 hours ago (4 children)

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 38 points 5 hours ago (2 children)

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

yes

[–] mschae@discuss.mschae23.de 1 points 1 hour ago

Very fitting ending for this discussion too, as I think its message was something like “our destination is wherever we end up” (with Stanley and the narrator making up their own story, with no regards to what the game™ had planned for them).

It was also called the confusion ending :)

quote“Wouldn't wherever we end up be our destination, even if there's no story there? Or, put in another way, is a story with no destination still a story? Simply by the act of moving forward, are we implying a story such that a destination is inevitably conjured into being via the very manifestation of life itself—”

“So we know that each door has to lead somewhere, which means that somewhere at the place where we're trying to go, there must be a reverse door that leads here! And that in turn means that our destination corresponds with the counter-inverted reverse door's origin. So, starting from the right, let us ask – will taking the right door lead us to where we're going? And since the answer is clearly yes, that means the door on the right must be the correct one. Another victory for logic. Onwards, Stanley! To destiny!”

I love these quotes.

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[–] areakode@riskeratspizza.com 18 points 5 hours 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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[–] BillyClark@piefed.social 26 points 5 hours ago (1 children)

Humans used to be smarter

When was that?

Thousands of years ago, when we were smashing rocks to make knives, probably.

We've never been an intelligent species as much as a dumb branch of apes that happen to give birth to some glitched individuals with a form of intelligence every now and then. But jesus fuck, the last years, with the unversal internet access that we achieved, we became dumber than ever.

[–] zr0@lemmy.dbzer0.com 2 points 3 hours ago* (last edited 3 hours ago)

Try finger
But hole

[–] Asafum@lemmy.world 4 points 3 hours ago

I don't exactly mind the paint all that much, but I really do prefer more a more "immersive" (for lack of a better word) approach like utilizing lighting to draw your eye to the right path. I don't mean like a spotlight focused on an area (cough cough crimson desert puzzles) but something like a lantern near the path, or if it's a decrepit area something like a broken hanging light over the area you're supposed to go where most of the room is less lit.

[–] Diddlydee@feddit.uk 8 points 5 hours ago* (last edited 5 hours ago) (6 children)

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.

[–] tyler@programming.dev 9 points 4 hours 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.

[–] Klear@quokk.au 11 points 4 hours 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.

[–] cannedtuna@lemmy.world 7 points 4 hours ago (1 children)

There’s been arguments online regarding accessible game design and the inclusion of yellow paint as an identifier.

[–] SLVRDRGN@lemmy.world 1 points 33 minutes ago

If it is toggleable, I see no issue with this whole thing.

Look at any of the recent Resident Evil games. Intractables, such as breakable boxes or shootable object will be marked in yellow

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