• @WrenFeathers
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    237 hours ago

    Unpopular opinion maybe, but I LOVE that shit!

  • @[email protected]
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    158 hours ago

    I remember the first time I sent out a ping in the voxel-based action-adventure game Outcast (1999). I thought it was the coolest thing I’d ever seen.

    There are good and bad implementations, but going to have to disagree with op on the whole.

  • @CookieOfFortune
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    26 hours ago

    I’m thinking Splinter Cell had this kind of feature.

  • @edgemaster72
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    1111 hours ago

    The Batman Arkham games kinda do that right? Except it was more of a toggle when you had it on or not?

    • @JayObey711
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      86 hours ago

      That’s different. The detective mode is actually useful for when you have to clear a room. It’s so good that some of the last and hardest enemies in the game are not visible while using it.

  • @brygphilomena
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    2114 hours ago

    Just make it a toggle to highlight shit. On and off.

    I used to play games that permanently highlighted interactive objects. I am playing a game, I don’t need realism.

  • @[email protected]
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    2315 hours ago

    What I never wanna see again is a game having me hold a button instead of pressing it, for literally anything

    Topical example would be apace marine 2

    • @Harvey656
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      45 hours ago

      My god no man’s sky before they finally added the option was a nightmare.

      • bitwolf
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        34 hours ago

        Omg I had no idea you could disable it thank you!

        • @Harvey656
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          24 hours ago

          Glad I could be of help lol.

    • AwkwardLookMonkeyPuppet
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      59 hours ago

      Holding it is better than pressing it 10,000x as fast as you can. That shit is fun when you’re 12. Not so much when you’re twice that age.

      • @cmbabul
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        5 hours ago

        I’m positive I couldnt beat Metal Gear Solid 4 again 16 years later. One of the final sequences involves what felt like a 15 minute button mashing section that took extremely in shape 20 somthing me to my limit. My fucking forearms cramped like a really bad period

        • AwkwardLookMonkeyPuppet
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          25 hours ago

          Most games these days have a setting in the accessibility settings section to change tapping to holding, and that’s always one of the first things I check.

      • @yamanii
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        17 hours ago

        This is about normal things like picking up an item, not a QTE. It feels horrible and a pretty big time waster.

        • AwkwardLookMonkeyPuppet
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          15 hours ago

          They said “for literally anything” but yes, holding a button to pick something up gets annoying.

    • The Picard ManeuverOP
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      615 hours ago

      God yes. It makes everything feel unresponsive and less snappy.

  • BougieBirdie
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    13820 hours ago

    If you don’t like it, don’t press that button

    As I’m getting older, I’m definitely starting to appreciate that I just can’t see shit. If the game’s going for an ultra-realistic environment, then there’s just so much more visual clutter that I need help picking things out.

    In my opinion, it’s just an accessibility feature. Those are always nicer to have than to not. But if you’re a purist, or you don’t have any problem finding things, then I’d also hope you’d be able to disable it.

    • @[email protected]
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      2818 hours ago

      💯 Playing through Red Dead Redemption 2 and there is so much detail and it’s beautiful.

      …but then when I’m trying to pick out herbs and plants and it’s all so beautifully rendered I don’t know what plants and flowers can be harvested and which are just there to be pretty. Dead Eye is a lifesaver for that.

      That desaturated-with-highlighted-items vision is a design choice that does solve a problem even in realistic worlds – even if it’s just to show players something the character can see but is hard for the player to spot.

    • @[email protected]
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      4320 hours ago

      The problem is that games are designed for it to be used. I hated using Witcher senses in Dying Light 2, but good look finding lootables without it. It’s a cop out solution.

      • M137
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        29 hours ago

        It really depends on the game, you can’t put all games under an umbrella and say it’s all bad. I love the ones in Starfield, warframe, No Man’s Sky, Assassin Creed Origins and Odyssey and many more. As long as it has actual uses more than just highlighting stuff and/or is well designed it’s always welcome IMO. Haven’t played DL2 yet but I really can’t think of any game where it felt like a cop out for otherwise bad design.

    • @[email protected]
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      2518 hours ago

      If you look at old games, the reason they didn’t need this was because they couldn’t have nearly as many props in a scene. I like to use classic WoW as an example. It didn’t have any kind of highlighting for objects to interact with, but you didn’t need it because there just weren’t that many objects period.

      Highlighting interactables, whether it be through a pulse like the meme, or just based on proximity, is a compromise in modern games to make things playable while also having dense, prop-filled environments. The infamous white or yellow paint for climbing surfaces is another example.

      I doubt many designers love these solutions, but they’re currently the best we’ve got. It’s not an easy problem to solve, but I hope a more immersive solution comes along someday. In the meantime, having it is better than not, I totally agree with you.

    • Rentlar
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      1420 hours ago

      You actively choose not to use it but if you didn’t know about such a mechanic, sometimes you might end up like this.

      • @grue
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        26 hours ago

        When one guy is playing Morrowind and the other is playing Skyrim.

      • @[email protected]
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        1119 hours ago

        Recently started a replay of the PS5 BioShock collection (1&2). In 1 the items shimmer to let you know they’re there to interact with, in 2 that setting is off/disabled by default and you don’t realize it until you go digging through the settings after wondering where all the stuff is/went because you sit 15ft/3m from your TV. Utterly frustrating dev choice on normal mode play defaults.

  • @Xenny
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    8 hours ago

    deleted by creator

  • @[email protected]
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    3218 hours ago

    What? And get stuck in places because you didn’t see the not-so-obvious object you needed to interact with?

    Yeah, fuck that.

  • @Stovetop
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    613 hours ago

    The first game I remember doing this is The Witcher 2. Not sure if that’s the first game to come up with the idea, but it’s the earliest example I can remember.

  • @paultimate14
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    5120 hours ago

    I actually love this in videogames. It’s a really cool way to interact with the environment and literally see the world through a different lense with a level of control that no other medium of storytelling can achieve.

    Maybe this dude should go watch a movie if he doesn’t want to interact with things.

    • @[email protected]
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      411 hours ago

      I want to interact with things, I just don’t like it when you have to use it constantly to see the stuff you want to interact with

    • cassie 🐺
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      18 hours ago

      I played a student project game a long time ago that based itself around this kind of mechanic. It was a horror game set entirely in the dark, and the only way of seeing was by echolocation - you’d click to send out a pulse, and you’d get brief ghostly glimmers of your environment. Importantly, you couldn’t directly see anything moving - you’d have to send out another ping if you wanted to see something in motion.

      Given that monsters could hear your pings too, it was a wonderful little game of cat-and-mouse deduction trying to figure out where monsters were with as few pings as possible, remembering their patrol paths in the dark, and so on. Really cool and I’d love to see that mechanic in a full game production.

      (edit: apparently that full game exists, it’s called Perception, and I’m absolutely giving it a shot!)

      • @paultimate14
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        15 hours ago

        Oh I remember seeing that in development a while back when I looked up what the BioShock devs were up to. I didn’t realize it released!

        Another similar game in my backlog is Vale: Shadow of the Crown. Except instead of having a visual flash, the game relies entirely on audio cues to play and is completely blind-accessible. So completely different, but somehow feels like the same realm.

    • snooggums
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      20 hours ago

      Like most things, there are good and bad implementations and seeing it too frequently can make it become annoying. I love it for things like Alien/Predator style games that are using something from the movies, or maybe a Batman game if used in moderation.

      It does get to be tedious when you can only interact with certain objects by using it first and that kind of game play can be annoying. No, I can’t think of an example off the top of my head but I’m certain I’ve run into that kind of thing before.

      • swab148
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        718 hours ago

        Dragon Age: Inquisition. I can literally see the thing that I need to loot right there, but I can’t pick it up unless I press the little pingy button first.

  • @MidsizedSedan
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    1217 hours ago

    What about Satisfactory? It has that feature, but it also has alot more pros than cons?

    • @[email protected]
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      815 hours ago

      The big differences for me in Satisfactory is that you are not pinging resources all the time, it’s a small fractional of the gameplay loop. Also, it doesn’t have a super obnoxious screen effect, so it’s more palatable to me

  • Codex
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    1418 hours ago

    I was trying to think on the history of this feature, since i wouldn’t necessarily count something like AvP’s heatvision mode. That’s meant to simulate a real thing, even if it works a bit gamey, by highlighting active objects.

    Assassin’s Creed is the game that, for me, codified the mechanic into it’s current form. Hawk Vision or whatever they called it specifically highlighted game objects. I think they even mention that the animus machine is projecting that view to help Desmond see the world how his ancestors would have understood it.

    But… I’m going to call the origin as being way farther back. In flight sims, your targeting hud can highlight enemies and targets by drawing little boxes around them. That is the very first instance I can think of where a game highlighted objects of interest for the player’s benefit. Most flight sims (or adjacent genres like mech sims) would also label the box with the name of the thing, sometimes with health, ammo, weapon, or weakpoint indicators as well.

    • @[email protected]
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      15 hours ago

      Assassin’s Creed also came to mind for me as one of the first time I encountered this. Eagle Vision I believe it was called.

      I’d say that was different from target indicators, though. I feel those were more because distant targets weren’t really visible because of the low resolution at the time, whereas Eagle Vision was more highlighting particular items of interest in the environment that were still otherwise visible.

  • @Dasnap
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    2020 hours ago

    Does holding Alt in Baldur’s Gate 3 fall under this? It doesn’t have any kind of visual effect, but I do often find myself needing to use it to see what can be picked up or interacted with in the area.

    • @[email protected]
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      28 hours ago

      Diablo had the same thing back in the day. Pretty much all those loot heavy games are unplayable without it