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Sunday, September 8, 2013

Critical Flaw: “Ohhh shiny...”

In quite a few games you see something... something shiny. 
Specifically, there's item highlighting. Stuff you can pick up or interact with either has a shine effect to it (Thief: Deadly Shadows) or is outlined in some way (Deus Ex: Human Revolution).

And a lot of the opinion about that is... that it sucks.
Generally the argument is that this is too much handholding once again, you shouldn't be told what you can take and what to interact with.


However there is an issue with that which kinda is more a result of technological development and what it means for art design that makes it somewhat necessary.
Artists and level designers are now able to put a lot more details in the games, tons of furniture, a lot of decorative items and the like, which all makes games feel more real.
But just this has the issues, you aren't able to interact with a lot of those decorative items.
When you have 10 boxes in a room but you are only able to open 1 or 2 of them, the others being purely decorative, what you'd have to do is click through every single one in the hope that it opens. When a huge table is set with all kinds of cutlery and food, but you are only allowed to take the silverware and health potions served you'd have to interact with everything to find the right stuff.

Slightly annoying example from one of the early levels of Thief: DS was a painting you can steal, there are several paintings in the entire castle you invade but you can only steal that one. Yea it did have a different texture on it but still it was a little annoying.

And to prevent the frustration of having to do all this clicky guesswork a lot of game designers resolve it with highlighting the relevant objects. It's a solution but by far not the best one.


Now there is a better solution but it is a lot of work, but it has been done and you probably know about an example already, make everything interactable.
And the example, the TES series from Morrowind forward. If it's an item you have a 99% chance you can pick it up (some items like wicker baskets and small pillows excluded), if it's a container you can probably open it (again only with small counter examples).
And as a result, you don't need any kind of highlighting; if it's there you can use it somehow.


As you might be able to guess though, while this solution would be a lot better it is a lot more work as well, you'd have to make stats for all the different items, all the containers need to have properties added to them. And as the detail capabilities of game worlds rise the need to stat all of those items rises as well

Also this does create a lot of clutter, things you either can't use or that are worthless to sell. However there are solutions to that as well, crafting and creative uses.
In DX:HR you sometimes encounter carts full of cleaning utensils, those could be used to make makeshift poisons, explosives or throw them around. A face full of bleach could do wonders against a guard.
Useless items like wooden spoons could still be burned, damaged swords and armors broken down for raw metal, or have an option to sell “bulk” which gives you something for clutter items.


As a little related note, this also applies to being able to take things from killed enemies and creatures. It's annoying when they wear a full suit of armor that could fit you but you're not allowed to take it. Or you're starving to death but can't take the meat of a killed creature because it's not classed as something edible.
Generally Fallout 3 onward does well on that front, you can take pretty much everything off a fallen enemy and most of them also have edible meat... well as edible as you get in a nuclear wasteland. And they even extended that to being able to eat human flesh, though with a silly “crime against nature” penalty attached, but lets best not get into an ethics debate here.


Anyway that's my thought on the topic.
Highlighting would be less necessary if you weren't inherently limited to certain objects in a selection of much more, but the extra work is an issue.