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.
I have wasted so much fucking time in games trying to climb ladders that were just decor.
I have also wasted so much time being stuck in games because I couldn’t find that one ladder I’m supposed to climb.
Is that comparable with the amount of time people spent trying to open walls in Wolfenstein 3D?
Unf. Unf. Unfunfunfunf.
You can’t spell unfun without unf.
I used to love using the Wolfenstein 3D level designer to create a VR minesweeper sort of thing … all the walls are doors, but some of them release baddies in a controlled manner and others notsomuch >:-)
Fucking time? So like 5 minutes right? /s
It does leave me pretty unsatisfied, ngl
I’m so blind when I was playing Control for hours and just couldn’t figure out how to advance. Turns out the way I was looking at the corridor made me blind to the exit on the left and just kept going to the exit on the right. Don’t get me wrong, almost no one has this issue, but I find a good way to get caught doing stupid things.
I run into that sometimes, where they decide that it’s all the same material right? And then make the floor texture the same as the wall texture, so holes in the wall are completely invisible.
I believe Control color coded where to go too. But it’s subtle.
Control had incredible usage of lighting to direct the player towards progress.
I don’t think I’ve ever encountered this last issue but a lot of NES games had doors you couldn’t go into but they looked exactly like those you could enter. So infuriating.
Or you can enter them and they just drop you into a pit of water 😡
But when they are decor but also interactive, the way it hits tho
MGS3 Ladder Climb in HD

YouTube