Idk halo odst did this and I thought it was pretty cool. Assassin’s creed also did it pretty well (I’ve only played 1, 2, brotherhood, and 3)
It’s cool if it’s done right imo
The only game where I ever found this to be cool, is the one where you literally do that to see because you’re playing as something that has no eyes and has to use echolocation.
I like the way Ghost of Tsushima handled open world navigation with their wind system. Instead of a big GPS line or whatever that takes away from the game, the wind blows in the direction of where you’re going. Very subtle and works narratively while still being able to find where you’re going easily by just observing the world around you.
It did that in a myriad of ways too, not even just the wind. Foxes take you to shrines, there are flocks of birds that indicate haiku spots, and golden parrots that lead you to pretty much any of the POIs you have not yet found. There is even an outfit that comes with a firefly that glows when you’re nearby certain rare items.
I absolutely love it.
That actually sounds pretty interesting. Do you remember the name of it?
Perception.
I believe one of the Arkham games had a sonar mapping feature that did something like that.
Duck Hunt!
Unpopular opinion maybe, but I LOVE that shit!
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 theirs a suspicious bloody knife stuck in a tree but I need to follow footprints to it first.
What about Satisfactory? It has that feature, but it also has alot more pros than cons?
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
What? And get stuck in places because you didn’t see the not-so-obvious object you needed to interact with?
Yeah, fuck that.
Back in my day, the objects just glimmered every few seconds.
Back in my day they hovered off the ground, bobbing and rotating in place.
I don’t mind it being an option but the game relying on it so much that it is a constant necessity that pains me.
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
My god no man’s sky before they finally added the option was a nightmare.
Omg I had no idea you could disable it thank you!
Glad I could be of help lol.
Removed by mod
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 to my limit. My fucking forearms cramped like a really bad period
Removed by mod
This is about normal things like picking up an item, not a QTE. It feels horrible and a pretty big time waster.
Removed by mod
Toggle sprint, hold zoom, please and thank you
God yes. It makes everything feel unresponsive and less snappy.
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.
Honestly if I could do this in real life for an object I’m looking for, and have the object ping and light up and flash and shit, I would love it.
I use Tile trackers for this. They’re pretty good.
It’s because in older games, you could clearly differentiate between the background and the gameplay relevant sprites or models drawn over it. It was a technical necessity but it doubled as communicating to the player what’s important. When technology advanced past that being technically necessary, something needed to take its place. The pulse is just one of many ways to do that and the easiest one to integrate into a realistic artstyle. When you get more stylized, your options open up considerably.
Honestly I would prefer it to just be a highlight, like in CRPGs where either itll highlight the outline of the object or the object itself.
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.
If mandatory: meh
Accessability feature for players with impaired vision: great bloody UXt, your local UI/UX guy
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.
If the game has a lot of stuff but only some of it is actually interactive, there should be a way to disambiguate.
I’m thinking Splinter Cell had this kind of feature.