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.
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.
It was big in Dragon Age.
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.
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When one guy is playing Morrowind and the other is playing Skyrim.
Avatar : Frontiers of Pandora has had me going like Rowan when played in explorer mode. It gives you hints like in other recent Ubisoft games but holy shit some of those were near useless… I wasted entirely too many hours just exploring and circling around the correct answer. I recently switched to the more friendly Guided mode and it has the waypoint only appear in Hunter mode, so that was kinda nice. Hasn’t completely spoiled the experience although I still wish it would only activate once you were in the vicinity indicated by the clue (ie, if the clue gives you some corner of the map to explore, then the guided mode would only start helping once you’ve reached that general area).
But yeah, overall, I disagree with OP. Make it optional, make it diegetic, make it subtle, but the option is a wonderful game design element, in my book.
One thing I think is that the longer time you need to use it, the harder you’ve failed in you basic design, because I shouldn’t have to press the damn button 90% of the time like I used to in Far Cry Primal. That game is still my favourite as a precursor, but I was using the hunter vision way way way too much.
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.
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.
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.
💯 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.
I see a lot of people saying that this is an accessibility thing, while also allowing you to not miss anything important
But a well designed, uncluttered environment can do both of these things while giving you a more immersive experience
But we can’t do that, because we’re in an endless chase to get the most realistic graphics, and how else are we going to show that off than overly detailing each pixel of stationary on a worker’s desk?
I also see a lot of people saying “just don’t use the feature if you don’t like it”
There’s a famous quote I like. “Given the opportunity, players will optimise the fun out of a game”. And you can bet your ass I do that. In any game with this “scan” feature, I’ll be tapping that like a relapsing porn addict, looking for any new quest npcs, missed collectables or just to see if I’m on the right path. I have a similar issue with minimaps, as they have a comparable effect on gameplay
Duck Hunt!
I hate picking up items. Oh I always stacked the pull in ability in kingdom hearts.
I’m replaying Baldurs Gate for the first time in, what, 20 yrs? EE. As old and basic as the game is, I can either tap the tab key once to flash a silent light up of everything lootable in the room and leave it at that. Or. There’s a button to click on the side bar that just leaves it on all the time.
This is the way. I don’t want to go all Witcher or do that god awful Dragon Age 3 search with that pulse noise. No annoyance. No sprained pinky. Just one click and done.
Assassin’s Creed? I mean, it wasn’t the button but it did have the “vision”.
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Like in Hogwarts Legacy? Or your Witcher senses in TW3? Oddly I’ve only noticed it really with AAA games
That’s because it’s the easy way out for those studios. Can’t design the macguffins so they’re interesting to find no sir. They’ve got to be well hidden, but that makes it too difficult for the player and we can’t have that! Better implement the Macguffin Highlighter Pulse™ to lead them right to it!
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.
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!)
Oh! I remember watching someone play this game called The Voidness.
I love the idea of the scanner mapping the completely dark areas!
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.
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.
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.
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
The Batman Arkham games kinda do that right? Except it was more of a toggle when you had it on or not?
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.
Looking at you Horizon ZD/FW.
If it’s like a fast fading wave but the highlight stays then thats fine.
If it’s a toggleable mode that shows you only closeby items that you have to pick up and look at in a specific order, then fuck right off. Especially when it’s so fucking obvious that theres a suspicious bloody knife stuck in a tree but I need to follow footprints to it first.
The only game I’m aware of in my library that has a feature like this is Satisfactory, the “ping” feature to find nodes they tutorialize but you’ll probably quickly stop using because you use an external map for planning/get to know the map.
Witcher series.
Not in my library.
If mandatory: meh
Accessability feature for players with impaired vision: great bloody UXt, your local UI/UX guy