Anyone against highlighting interactables and enemies wasn’t around for games in the 80s-90s. Fucking, why were interactable items and fixtures so common and so goddamn bland?
Sorry, you didn’t flip the hourglass in Morg’s Inn before the end of Chapter 5 so you’re stuck with the 3 terrible ending sequence options. We only put a vague hint about it on page 63 in the instruction booklet.
nothing like playing leisure suit Larry 2 and finding out you have to replay the last 4 hours even though you saved because you didn’t type look in trash can while standing next to the trash can on the first screen of the game
I’m a fan of outlines, myself. There’s no such thing as a correct answer here. Yellow paint, sparklies, circling white lines, glowing, pulsing, rainbow stickers, whatever. As long as it isn’t as odd as god of war where runes emphasize all wilderness climbing walls, my suspension of disbelief is unfazed. Took me a while to figure out that you can climb them. I just thought they were decorative for like 5 confusing minutes.
I just think the yellow paint is so overdone, it kinda pulls me more out of the experience than other “unrealistic” shimmers. It’s a bit like the uncanny valley effect.
That’s just not true. I imagine a lot of the kickback is coming from those of us who grew up playing those games, because when done right, there was a deeper sense of exploration and a more active role in decision making.
Most early 3d and sort of ps2 era games didn’t have leisure to put too much extra elements into environment, most of what you saw was interactable, so highlighting wasn’t all that needed. Sure there were games badly designed and unintuitive, but it’s still weird to me how highlighting became a norm / necessity.
I can remember a time or two when I was lost because I didn’t know what to click on, but it usually seemed easy because interactable stuff usually stood out in some way.
Anyone against highlighting interactables and enemies wasn’t around for games in the 80s-90s. Fucking, why were interactable items and fixtures so common and so goddamn bland?
Sorry, you didn’t flip the hourglass in Morg’s Inn before the end of Chapter 5 so you’re stuck with the 3 terrible ending sequence options. We only put a vague hint about it on page 63 in the instruction booklet.
Which Sierra game is this?
All of them.
Holy shit, you just unlocked a bad memory! Thanks…
nothing like playing leisure suit Larry 2 and finding out you have to replay the last 4 hours even though you saved because you didn’t type look in trash can while standing next to the trash can on the first screen of the game
What’s wrong with the sparkly effect from e.g. Resident Evil 4? The yellow paint is already immersion breaking.
I’m a fan of outlines, myself. There’s no such thing as a correct answer here. Yellow paint, sparklies, circling white lines, glowing, pulsing, rainbow stickers, whatever. As long as it isn’t as odd as god of war where runes emphasize all wilderness climbing walls, my suspension of disbelief is unfazed. Took me a while to figure out that you can climb them. I just thought they were decorative for like 5 confusing minutes.
I just think the yellow paint is so overdone, it kinda pulls me more out of the experience than other “unrealistic” shimmers. It’s a bit like the uncanny valley effect.
That’s just not true. I imagine a lot of the kickback is coming from those of us who grew up playing those games, because when done right, there was a deeper sense of exploration and a more active role in decision making.
Most early 3d and sort of ps2 era games didn’t have leisure to put too much extra elements into environment, most of what you saw was interactable, so highlighting wasn’t all that needed. Sure there were games badly designed and unintuitive, but it’s still weird to me how highlighting became a norm / necessity.
I can remember a time or two when I was lost because I didn’t know what to click on, but it usually seemed easy because interactable stuff usually stood out in some way.