• @Stovetop@lemmy.world
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    69 months 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.

  • @brygphilomena@lemmy.world
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    259 months 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.

  • @grrgyle@slrpnk.net
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    259 months 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.

    • @Lamps@lemm.ee
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      109 months 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

  • @Mandy@sh.itjust.works
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    289 months 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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      99 months ago

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

    • AwkwardLookMonkeyPuppet
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      109 months 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.

      • @yamanii@lemmy.world
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        29 months ago

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

      • @cmbabul@lemmy.world
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        9 months 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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          39 months 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.

    • @JayObey711@lemmy.world
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      89 months 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.

  • JackGreenEarth
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    99 months ago

    Like in Hogwarts Legacy? Or your Witcher senses in TW3? Oddly I’ve only noticed it really with AAA games

    • @ZapBeebz_@lemmy.world
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      119 months ago

      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!

  • @Stalinwolf@lemmy.ca
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    119 months ago

    I think No Man’s Sky was my first brush with it. In that game the feature is entirely necessary, especially when starting out on survival, but that was ground zero for me.

  • @paultimate14@lemmy.world
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    659 months 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.

    • @Kusimulkku@lemm.ee
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      49 months 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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      9 months 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@lemmy.world
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        9 months 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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      9 months 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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        79 months 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.

  • @HollowNaught@lemmy.world
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    39 months ago

    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