• ChicoSuave@lemmy.world
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    3 hours ago

    In a world where game designers decided “yellow” means “climb here”, it seems crazy that a stealth game can’t be made with better lighting and textures because it becomes readable. That’s the point of stealth.

  • Sanctus@anarchist.nexus
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    5 hours ago

    You just dont have to do that? You can change the lighting so it is more informative for a stealth game rather than have it be realismmaxxed for no reason.

    • VindictiveJudge@lemmy.world
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      9 minutes ago

      Or make lighting less of a factor in detection. Line of sight only worked just fine for Dishonored, and Assassin’s Creed used to have a fantastic social stealth system.

    • Encrypt-Keeper@lemmy.world
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      4 hours ago

      Yeah a big trend right now is indie games made with what is basically PS1 graphics. Having more tools for better graphics and lighting does not at all mean you have to make your game look a certain way.

  • justdaveisfine@piefed.social
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    4 hours ago

    This is a peak AAA problem. The need for ultra high fidelity realism clashes with the need to make the actual gameplay.

    Maybe they need splashes of yellow paint to show where the stealth area is.

  • brsrklf@jlai.lu
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    3 hours ago

    Oh sure, a genre that got on the radar with a 1987 MSX game, one that became what it is partly because of hardware limitations, is impossible to do nowadays because “now we can do realism”.

    Talk about creating problems for yourself.

  • ampersandrew@lemmy.world
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    5 hours ago

    There are two really good examples of how to represent that from the past two Splinter Cell games. I’m not convinced it got any harder from this explanation.

    • P1k1e@lemmy.world
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      5 hours ago

      It definitely didn’t. The lighting doesn’t need to be AMAZING when you can literally add a light blue bloom to the edge of the screen to simply express that you’re hidden.

      Theyr all just out here tryna make me buy a new video card. Ain’t happinen slick