this post was submitted on 06 Apr 2026
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Yellow Paint (lemmy.world)
submitted 2 days ago* (last edited 2 days 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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[–] Rcklsabndn@sh.itjust.works 3 points 10 hours ago* (last edited 10 hours ago) (2 children)

I just wish developers of narrative walking simulators would put more work into showing where you can't go. If I was walking through a haunted asylum with a demon pig man chasing me down a dingy corridor, a couple over turned office chairs and some disarrayed stationary should not block a possible path of egress.

Give me some proper rubble, or a pool of lava, or something.

Edit: I really told the Internet what I felt about walking simulators. Feel free to ignore the rest of this tirade. I've just experienced too much 'Walk from point A to Point B while you listen to the voice acting we spent 90% of our budget on.

[–] Rcklsabndn@sh.itjust.works 2 points 10 hours ago (1 children)

I'm also one of Those People that will immediately negate a star from a review if I cannot jump in your first person game. Take that for what it is.

[–] Rcklsabndn@sh.itjust.works 2 points 10 hours ago (1 children)

It's irrational, but innate.

Jumping could have absolutely no use in the story you are telling, but once I smash Space and nothing happens you have immediately earned a 4 star at best.

Same goes for no fast walk/shift sprint.

Don't punish fast readers/imprison players in your narrative if you want them to finish the game.

[–] Rcklsabndn@sh.itjust.works 1 points 10 hours ago

The fact that only three interesting things happen in your game shouldn't be stretched out by a hobbled character that can only crawl along and is doomed to absorb atmosphere that was copy/pasted from assets.

[–] Rcklsabndn@sh.itjust.works 1 points 10 hours ago

Also, please don't have 20 doors that rattle, causing the MC say, 'It's locked!' when there exists no key in the game that will ever open that door.

This results in dim bastards like me finding a key and trying it on every door I've encountered while dodging the charming pig man that you totally didn't steal from another game.

[–] squaresinger@lemmy.world 15 points 1 day ago (3 children)

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.

[–] Rcklsabndn@sh.itjust.works 2 points 10 hours ago

'Huh, maybe I can tap the curvy arrow to respond to this response... what if I up vote it so people will respond to my response...'

[–] captainlezbian@lemmy.world 7 points 1 day ago (1 children)

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.

[–] Doc_Crankenstein@slrpnk.net 7 points 1 day ago (2 children)

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.

[–] captainlezbian@lemmy.world 3 points 1 day ago (2 children)

Yeah, it's fine not having it back in the day, but also during the "everything is brown and moderately detailed" era of my youth it was rough if you missed the intro to a path or something.

I'll also concede part of why I've embraced the yellow paint is that I got older and my eyes are worse and I've got less time to dedicate to video games.

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[–] squaresinger@lemmy.world 1 points 1 day ago

My kids recently got into Harry Potter, so I loaded up the old HP1 game on a playstation emulator. The whole game environment is made up from a single muddy low-poly mesh. Pretty much every object that isn't part of that background mesh is interactible. You really don't have to be smart to figure that out. So total agreement.

The yellow paint of the early 2000s was "object exists".

[–] 87Six@lemmy.zip 6 points 1 day ago (3 children)

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.

[–] helpImTrappedOnline@lemmy.world 4 points 1 day ago (1 children)

Should just be a hint button that triggers the voice line.

[–] 87Six@lemmy.zip 1 points 12 hours ago

Ehhh I disagree... It's much less immersive that way

[–] Doc_Crankenstein@slrpnk.net 4 points 1 day ago

I also really like the way they did the "yellow paint" in Forbidden West. It being a hologram that can be toggled was such a great way to keep the concept while not needing to compromise the visual aesthetic of environment design.

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[–] Quacksalber@sh.itjust.works 189 points 2 days ago (15 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 resonably 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.

[–] CommanderCloon@lemmy.ml 2 points 10 hours ago

I disagree, yellow paint is pure laziness. Games can still rely on lighting and other environmental guidance, but they just chuck paint everywhere instead of thinking their level design & environments correctly.

Elden ring is a great example of that, constantly placing environmental clues everywhere to attract your eye without needing any objective markers or other cheap tricks

[–] faythofdragons@slrpnk.net 94 points 2 days ago (14 children)

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

[–] red_tomato@lemmy.world 49 points 2 days 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.

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[–] wizardbeard@lemmy.dbzer0.com 37 points 1 day ago* (last edited 1 day 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 22 points 1 day ago (8 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.

[–] squaresinger@lemmy.world 12 points 1 day ago (2 children)

Portal 1 had a very spartan level design. There was only a very limited set of interactible assets, so it was easy to learn which five assets can be interacted with. But also there wasn't really much of anything else in the levels. Everything was clearly visible and understandable, because there really wasn't anything there.

Try to do Portal 1 in a forest setting, or in a detailed medieval city centre environment. That kind of design language would completely fall apart.

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[–] SlurpingPus@lemmy.world 6 points 1 day ago* (last edited 1 day ago)

I love exploring the levels in some games like ‘Half Life’ and ‘Deus Ex’. One of my favorite gaming moments was when I put the hovercraft in HL2 up on the wooden platform three meters from the ground. Then I promptly fell from that platform myself and had to finish the watery level on foot, including running away from the firing helicopter.

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[–] bjoern_tantau@swg-empire.de 76 points 2 days 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 2 days ago (2 children)

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

yes

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[–] MidsizedSedan@lemmy.world 6 points 1 day ago

Treasure ahead

Time for jumping

[–] grahamja@reddthat.com 2 points 1 day ago (2 children)

Abiotic Factor had a sentient yellow paint can that had very clearly marked the correct path in an open map. You never meet the can, but there is yellow paint thrown all over the place in some areas, but it also marks a few entrances. Is yellow paint a common trope? I had no idea it had a deeper reference.

[–] Space00@lemmy.world 2 points 1 day ago

A glowing yellow trail that you follow is common in many RPGs now

[–] cannedtuna@lemmy.world 1 points 1 day ago

🤦‍♂️ how did I never put that together? I actually don’t think I recall noticing yellow marker paint, but I did see that room it escaped from.

The yellow paint has become a more common game design element

[–] calcopiritus@lemmy.world 24 points 1 day ago (7 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.

[–] squaresinger@lemmy.world 7 points 1 day ago (2 children)

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.

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[–] Paradachshund@lemmy.today 26 points 1 day 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 15 points 1 day ago (1 children)

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

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[–] taiyang@lemmy.world 20 points 1 day ago (1 children)

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!

[–] Couldbealeotard@lemmy.world 9 points 1 day ago (1 children)

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.

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[–] hakunawazo@lemmy.world 6 points 1 day ago

Aim for the bushes.

[–] elephantium@lemmy.world 6 points 1 day ago (2 children)

I can't believe it bothers me as much as it does, but...

WTF happened to the sword? It disappears after panel 1

[–] Kacarott@aussie.zone 7 points 1 day ago* (last edited 1 day ago) (1 children)

They swallow it for safe keeping during the jump

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[–] JennaR8r@lemmy.dbzer0.com 5 points 1 day ago (1 children)

Cartoonist had to be OSHA compliant.

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[–] BillyClark@piefed.social 21 points 2 days ago (1 children)

Humans used to be smarter

When was that?

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[–] Kolanaki@pawb.social 14 points 1 day ago* (last edited 1 day ago) (6 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.

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