![]() |
|
|||||||
| View Poll Results: What should happen, specifically, with regard to highlighting? | |||
| Keep highlighting as is. |
|
7 | 1.68% |
| Remove all highlighting. |
|
27 | 6.49% |
| Modify highlighting; have ON/OFF toggle in options menu. |
|
193 | 46.39% |
| Modify highlighting; have ON/OFF toggle in-game (as an augmentation). |
|
39 | 9.38% |
| Modify highlighting; only highlight 1 object at a time when within range to use it. |
|
107 | 25.72% |
| Modify highlighting; have a scaling system to customize # and range of highlights. |
|
22 | 5.29% |
| Modify highlighting; change opacity and/or thickness. |
|
7 | 1.68% |
| Modify highlighting; make into an aug with upgrades. |
|
14 | 3.37% |
| Voters: 416. You may not vote on this poll | |||
![]() |
|
|
Thread Tools | Display Modes |
|
#1
|
||||||||||||||||||||||||
|
||||||||||||||||||||||||
|
Graeme's video response to the claim that "exploring is still exciting with highlighting":
http://www.youtube.com/watch?v=1NX2C_mAbZY --- The year is 2011. It is a time of great art direction, and promising multi-path gameplay... "The takedowns, somewhat to my surprise I'll admit, are looking very polished and, for lack of a better word, fun. The gunplay looks intense, the multi-path gameplay look promising. I think we're just starting to see how much focus EM has placed on making sure the multi-path gameplay is balanced with the new and improved augmentation system." It is also a time of anger... "Whenever I walk into my room I get assaulted by a sea of orange... <shudder>" Is this a joke, or do the devs believe that only 8 year olds and the mentally challenged are going to be playing DX:HR?...It's so dumbed-down, that it insults one at every turn...Talk about an immersion breaker" "It's just not right! I can live with other design choices EM made, but this is something that just HAS to go!" "Listen to the very vocal complaints. It is horrible! Absolutely friggan horrible!!!" ...and sorrow. "Very disappointing. This was my one gripe with the game." "I heard the stuff-member speak about how "immersive and real" they want to create the look and feeling of the game. Than I saw the yellow-glowing ladder. And than I cried." "My god, the orange highlighting. I just watched the 8 minute video and was like "please turn this off"." "So far, I haven't particularly disliked any of the decisions made by EM - but this one has me worried." - A Moderator I don't even know if there is another side to this argument... "Man.. 25 forum pages of highlight rebuttal cannot be wrong.." "I don't think there is a single other complaint about the game that is as unanimous as highlighting.........seriously, pretty much everyone doesn't like it in its current state" 'Breaking News...other forums are having identical discussions...' "For all you Deus Ex-ers, over on the Thief 4 side of things, we support the idea that 'highlighting' is terrible...We've even devoted a thread for the sake of arguing why it shouldn't be in either game: http://forums.eidosgames.com/showthread.php?t=117136" "Take a look here, more disappointed people http://futuremark.yougamers.com/foru...d.php?t=144164" "Also, a similar situation happening here: http://www.gametrailers.com/video/sa...deus-ex/711971" "Worth mentioning that this same phenomenon is taking place at Gamespot, Youtube, IGN, literally everywhere this footage exists." "I'm not from this newsgroups, but all the newsgroups where I see topics about this game say the same : This highlighting is just disgusting. " 'Gamers are signing up to DX:HR's official forums - just to argue against the controversial design choice of highlighting...' "Signed up just to support the thread" "I've just registered to say Please, NO!" "I'm coming here, first posting, to express how utterly disappointed I am if this--what I have just read--is true. That being that this highlighted feature will have no means to be turned off." "This is my first and last post on this forum. REMOVE HIGHLIGHTING." "I've seen quite a few people who RARELY post on these forums as well as new members voicing their dissent." "People who have never played a Deus Ex game are making new accounts to talk about how ty this looks." "Ok, I just subscribe when seeing this gameplay video, just for saying, please add an option in order to delete this highlighting !" 'These people, Eidos, they're cancelling their pre-orders...' "this awful, awful highlighting system that can't be turned off are starting to make me doubt my pre-order" "This could actually affect my purchasing decision. I was planning to pre-order for the xbox" "Wanting to pre-order this, but the highlighting is hurting pretty bad." "But this highlight thing, is just too much. It's the final straw. I've pre order the augmented edition. I'll cancel it, if nothing is done to prevent this... "thing"." "I've preorder the game already, but now, if I learned that this option is just not added, I will simply cancel it. " "When people start registering and threatening to cancel their pre-orders over such a modest issue, you really should meet their demands, especially when it can be addressed so simply." '...always arguing that this feature ruins immersion.' "People trying to sweep this under the carpet will fail. We support EM, we support DXHR, we do not support our optical nerves being fried by no choice but to be shown what's interactive, before you explore and discover that for yourself. " "while I support EM and the development of HR, they claim they want an immersive game but things like this steal that immersion and creates the bland "I'm in a video game world" feeling." "I would really like it to be in first person all the time, and that regenerated health is out of the way, but I accept that it's a choice of the designers, and I can live with that. But that highlighting...is just too much. Those things are ruining the immersion, and a challenge.. the trademarks of Deus Ex game " "It is an immersion breaker and that can kill the whole experience." "It's absolutly immersion killing, and that's the first thing that popped to my eyes. It's awful and there is way too many hightlight." "Having a USE ME sign on an item reminds me that I'm playing a game." "I don't think I will be able to play DX3 if objectives are highlighted from a distance because it will completely ruin the immersion." 'I need you to tell them that highlighting in DX1 was not like this. They cannot use that argument. They cannot implement this feature.' "In Deus Ex, the highlighting of objects was done to tell you when you could interact with an object. Meaning that when it's highlighted, all you have to do is click it and you will interact with it." "In the original (and even in IW) you had to discover the object and have it right in your face before anything came up letting you know that you could interact with." "Bottom line: every intractable object in the DX environment was highlighted when you looked at it. The only difference between that and HR seems to be the distance that works from." " This does not eliminate "choice" but it eliminates "freedom" - or at least the sense of freedom the player has in their mind. It also in turn does its part to eradicate great potential moments where the player used their noggin, took an intelligent look around the room, noticed a grate/cupboard/item/keypad/etc that may or may not be useable, then pursued it, to success." "In most cases, having gotten close enough to the object in the first place, it probably means it was your intention to use it, and the outlining just makes it clear that it is in fact a useable object, " "DX1 highlighted objects to tell you that you've currently moved close enough to an object to be able to use it " "Another big issue is that DX1 only highlighted one thing at a time. In the DX:HR demo I can see multiple instances of at least four crates, turrets, or doors all highlighted at once" 'I always wanted a choice of what happened to highlighting...' "Honestly, I'd be happy just having the crosshairs change color or shape when rolled over an interactive object at close range (say, under 3 feet)." "I would love the option...Eidos-Montreal can surely, easily and cheaply satisfy everyone by implementing a slider in the options that selects between: 1. Default highlighting as is. 2. 'Classic Deus Ex' highlighting, one-object within usable range. " "Options. Options." "JUST GIVE ZE DAMN OPTIONS to us " " I have been lurking for a while, but I couldn't take it anymore...please EM, the highlighting should be toggleable." "well it's almost 100% clear that they have to make highlighting optional or need to change the way it works" "Please turn it off or make it optional." "This game is about options, so please give us the option of turning it off." "An option to turn off the highlighting, for experienced players, seems pretty reasonable." "highlighting = don't like it and don't want to use it. It should be optional for experienced players." "GIVE THE PLAYER THE *** CHOICE THAT IS ALL" "Ok, I just registered to voice my opinion against highlighting! It's just not right! I can live with other design choices EM made, but this is something that just HAS to go! An on/off toggle would be perfect.." "I really do hope that in the end it is a part of a difficultysetting or a toggle in the options." "Highlighting needs an OFF option" "Make it optional. This is a game-breaking feature for a lot of people." "I think highlighting should be limited to things you are looking at which are within reach." "Okay, so add on top of that another, optional, condition that only that object which the player can currently interact with is highlighted. This special category of object already exists in the game. The code which highlights the world objects should check which object the player can currently interact with and apply the highlighting shader(s) to that. End of story. "He is right though, with the pop-up available you really don't need highlighting. (Though this isn't news, that's why there's 20 threads begging for it to be removed)" "Why not just give the highlighting its own options slider? On the max end, XX number of objects would highlight at a given time. On the min end, no objects would highlight. Also, a distance slider would be nice: on the max end, objects highlight from XX feet away, on the min end, they illuminate X feet away. See how easy that is? How easily implemented that would be?" "Eidos MT, you really need to set an option to turn that off in-game, this is the worst hand-holding of a player I've seen yet. " "Make highlighting an option and make sure consoles have it too." "So pretty much the solution is to give players the option to turn that aug off? That seems pretty simple." "Easy solution is to tweak it in DX difficulty to have a narrower field of activation, constrained by a shorter range." - Another Moderator "Yes....PLEASE .WE NEED THIS OPTION" "I'm really hoping that the "Deus Ex" difficulty option disables this." "This needs to be optional by a toggle function. " "Up front, as I said before, I totally agree this should be able to be turned on or off." "Give us the option to disable the highlighting, or make it off automatically in the Deus Ex difficulty!" "Still not convinced. It would be very nice to have the option to turn it off, or tone it down.. " "THIS is very bad. It really NEEDS to be made as an option, or a CFG variable." "Well i will throw my hat into the ring as well and agree to a toggle highlight option in the menu." "Indeed but if I had the option to toggle it on/off, I'd be ok with it. " "I can't stand all the highlighting (ladders? really?!) and hope that someone at EM takes the time to check the forums. With all the people speaking out against it, making it optional only makes sense." "I think the glow should be a toggle (on/off) on every difficulty setting." "There. Everyone is satisfied; the players most vocal about this, the players who like this system, people do not cancel their pre-orders, Eidos-Montreal gets more sales and it receives a reputation of accommodating player concerns. If people somehow struggle to find objects, then they'll turn it back on, if they manage fine without it and desire less assistance, they'll turn it off. " "Totally agreed. it just looks ugly, and that's as much of as an issue as the handholding aspect for me. The game world looks (artistically if not technologically) beautiful, so it seems a shame to spoil it with thick, opaque, glowing outlines. I'd like the option to get rid of it for the sake of not spoiling JJB's hard work as much as anything else." "Honestly, if I have to play the full game with orange highlights everywhere, i'll quickly get annoyed. Not only that, it completely kills the art and aesthetics." 'How do you feel Eidos? The game can still have highlighting...but only one object should be highlighted at a time.' "It makes much more sense to have 1 object highlight itself when you are in range to use it and when you can interact with it. Running through a level and having boxes, grenades, and guns, highlighting up as you run past them is just ridiculous." "No orange-hunting. Highlight things only once we are right in front of them and are pointing at them." "Even if highlighting was simply limited to the object you happen to be current staring at, it would be an improvement." "If the game simply highlighted objects you are pointing at, one at a time, and only these that you are about to interact with, it wouldn't be so bad. It would, indeed, be helpful." Gaming companies have the power to hold our hands... "Eidos, I assure you: my attention span exceeds that of a vole. I won't be needing the game to continuously hold my hand." "It ruins the visual integrity of the game and people are not retarded to begin with as to need such excessive hand holding." "I have to agree with all the fuss about highlighting. I really looks too much like handholding to see every interactable item highlighted from doors to ladders to boxes." "Glow for the tutorial, ok, glow throughout the game? I don't understand how that got this far." 'You'll never read all the posts on this topic...' (so here's a summary) "TL;DR Page summary for EM: --------------------------------------------- Community doesn't like highlighting. ---------------------------------------------" But we'll never stop posting... "why did they feel the need to make the orange outline soo damn thick and glowy when the objects close. If they'd kept it to a far more subtle thin outline I doubt there would be quite as many complaints. "I think this is the part that grates with most of us, why did they feel the need to make the orange outline soo damn thick and glowy when the objects close. If they'd kept it to a far more subtle thin outline I doubt there would be quite as many complaints." "That at least would make it feel like a helpful addition to the cyberpunk-setting and it wouldn't ruin immersion as much by inversly highlighting everything in the gameworld that is not interactive." "Obviously I haven't played the game, but I'll be pretty shocked if reviews dont mention this as something quite annoying; it is pretty intrusive" "Yeah, the highlighting has been bugging me since the first footage was released." "I find it really strange that the devs thought anyone would like this." "I don't know why the devs want to assualt gamers with ugly bright highlighting crap" "Please listen to the community on this, it is a very little thing to fix." It's not the end of the world...but it could be the end of Deus Ex. ---------- To the developers - we're not pretending that we could do a better job than you guys. I think the way you've approached the art direction, the multi-path gameplay, balancing the multi-path gameplay with an awesome augmentation system, all looks very promising. You also have a very promising opportunity here, not just for your game, but for your company as whole. You have a legion of fans who, if you show them that you are willing to listen to them, will stick with you through thick and thin. There are lots of people here that express their opinions in immature ways, but there are a lot of us that are mature, responsible, and feel as though we deserve to be heard and acknowledged. I know that it is easy for you to turn your back and say, "They're just a bunch of immature, losers. We have reached out to them and they don't reciprocate any respect." I think that, instead of criticizing us, you need to look at yourselves and say, "Why do these people feel disrespected and unacknowledged?" To the forum members. Let's show EM that we can be respectful and responsible in this discussion, but let's also not hesitate to let our voices be heard. Vote in the poll and lets show EM what we think is the best course of action on this highlighting issue. My vote: Limit highlighting to one object when in usable range. ================================================ Graeme's video response to the claim that "exploring is still exciting with highlighting": http://www.youtube.com/watch?v=1NX2C_mAbZY --- This is to be a mature request, made by a mature and honest member of the Deus Ex community who has been supportive of many of the team's decisions (third person, cover system, takedowns) throughout this game's development. Furthermore, I would say that my confidence in such decisions comes as a result of a massive amount of evidence that suggest that this team has what it takes to deliver on such a big title. I trust you guys and gals to to DX proud, I really do, but based on the most recent gameplay trailer there is something that is just simply incompatible with Deus Ex: highlighting which way to go. For those reading who don't know exactly what I mean: http://www.eurogamer.net/articles/20...iled-interview (about 23 seconds in) As I understand from the interview, this is part of the retinal prosthesis augmentation that you get early in the game. I hope this means it can be shut off...but here's what I think: I think that this is not an aug at all...rather, it's just a mechanic in the game that they are calling an aug so that jives with this whole 'augmentation' thing they have going on. Similar to the retinal aug in IW which was the inventory system basically. What does this mean for us? It means that either it's not going to be something that can be shut off...or, if it can be shut off at all so that we aren't being told which way we can go, it means we'll be missing out on other important features it provides that should be in the game independent of this hand-holding feature. Now I can hear the developers at EM already: "It's not TELLING you which way to go, it is merely pointing the possible ways to go!" And that is EXACTLY the problem. Cast your minds back, if you would, to the original game...and think of any mission. Just consider how utterly un-immersive it would become if you had some obnoxious glowing border around all the possible vents you could open, or things you jump up on. The fun of DX was found in a whole number of things, one of which was of course doing things your own way. "We have that in our game!" comes the eager cries from EM. Yes, you do. You've been beating it to death. But what you don't have is allowing the player to DISCOVER in which ways they can do things which was just as much part of the fun in DX. Consider the following examples, and ask yourself if they would be better or worse if this 'highlight objects' mechanism had been in place: -Discovering the secret floor under Jacobsen's office. Better or worse? -The back way up onto the statue -Any number of secret areas: airfield room, Chow's apartment, NSF mole people room -The sewers at the airfield. Firstly, when you have to get around the lasers and secondly, when you can take the pipes all the way to the airfield docks (via the helicopter bay). -Canal Road -Bunker hideout in the catacombs. All the water tunnels in the catacombs that you can use to sneak around. -Using the vents to get into A51 -Vents under MJ12 lab -Vents around Versalife labs -NY cemetery tunnels I'm sure you can think of your own favourite examples. I feel dreadfully afraid that when I'm playing this game I'm going to be able to see, "Ah, well here is where EM put in the stealth approach, here is the guns blazing approach and here is the social approach". I don't want to see that, and I don't think anyone else does either. I don't want to be presented, on a silver platter (with gold highlighting around my options), my choice of stealth, combat, or social. That's not immersion, that's not interesting - it's boring. Let us discover these paths for ourselves. ** *Moderator Edit/Updates* Re: Highlighting. David Anfossi further responds on Twitter: Quote:
Quote:
http://www.gameblog.fr/blogs/eidosmo...l-debat-sur-la This is a French article using an online translator, so apologies in advance for any errors. ![]() Response to highlighting discussion (David Anfossi): Quote:
Quote:
Quote:
** People who have ACTUALLY PLAYED the game, ie the playtesters/reporters don't appear to have any problems with the highlighting. Not all the playtesters have been represented because they may still be subject to the NDA (?). However, here are a few comments from playtesters (and normal gamers) via a quick browse just now on ve3d.ign, destructoid and neogaf.com sites (some are members here too): Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
We really need to call forth all those playtesters who are willing to share their honest experiences (if any NDA that they've signed has now expired). We've found some on neogaf... but there are more to be found elsewhere. Its' probably easier for them to find us. Spread the word, people! ** A note regarding any confusion about the playtesters: Quote:
Quote:
Quote:
Quote:
** Last edited by Graeme; 04-14-2011 at 08:03 AM. |
|
#2
|
||||
|
||||
|
Couldn't have said it better myself.
Listen to this man EM!
__________________
"The light that shines twice as bright, burns half as long." |
|
#3
|
||||
|
||||
|
I agree.
Quote:
Where was this? |
|
#4
|
||||
|
||||
|
Absolutely in full support of OP's request.
|
|
#5
|
|||
|
|||
|
Exactly.
|
|
#6
|
||||
|
||||
|
A perfect example of why there should not be highlighting. Now Dr Bob has something new to discover in DX. 10 years after release.
__________________
"Isn't the universe an amazing place? I wouldn't live anywhere else." G'Kar, Babylon 5. |
|
#7
|
||||
|
||||
|
Quote:
It's kinda like saying "LOL, Mario in 3D? Now you can just go around Bowser!" |
|
#8
|
||||
|
||||
|
My interpretation of this is that it is an "augmented reality" system, where your "retinal prosthesis augmentation" provides you with more information on objects that a) it has spotted and b) it knows something about.
Unless they screw up really bad it seems reasonable that all the examples given from the original game would fail to be highlighted for one or both reasons. |
|
#9
|
||||
|
||||
|
Quote:
It's more like: "Now I can just look down into the pipes to see where the secret level is."
__________________
"Isn't the universe an amazing place? I wouldn't live anywhere else." G'Kar, Babylon 5. |
|
#10
|
||||
|
||||
|
Absolutely agree! I'm really hoping that the "Deus Ex" difficulty option disables this.
|
|
#11
|
||||
|
||||
|
Quote:
|
|
#12
|
|||
|
|||
|
Quote:
![]() --EDIT-- Plus, in DX1 you have to move your cursor over the object. It doesn't highlight on its own.
__________________
Eidos Montreal, "fixing" what isn't broken since 2007. |
|
#13
|
||||
|
||||
|
I 100% agree with this, please no highlighting unless it is a mod that a person can choose to install, and that mod does only one thing...highlights stuff.
|
|
#14
|
||||
|
||||
|
Quote:
|
|
#15
|
||||
|
||||
|
It could probably be upgraded to identify friend/foe with different colors, see through walls, identify weakpoints in large boss types ect. They could probably take that aug pretty far if they want.
|
|
#16
|
||||
|
||||
|
Quote:
IOW, you have no choice in having it. The only real chance we have is if highlighting is disabled on the "Deus EX" difficulty level. I wouldn't hold my breath... Edit: http://www.videogamer.com/news/deus_...n_q_and_a.html Question 8: Quote:
Edit #2: Ah, here we go: http://www.eurogamer.net/articles/20...iled-interview Quote:
__________________
For when you're too lazy to repost your side of an argument/discussion: http://forums.eidosgames.com/showthread.php?t=115406 |
|
#17
|
||||
|
||||
|
Quote:
http://www.youtube.com/watch?v=cEzXpQUQ51I I'm not too worried about it, it'll probably still have more secrets than we will find in a single playthrough. |
|
#18
|
|||
|
|||
|
I have to agree, highlighting sucks...
|
|
#19
|
||||
|
||||
|
Quote:
|
|
#20
|
|||
|
|||
|
Quote:
Quote:
|
|
#21
|
|||
|
|||
|
Yes it did pass trough my mind that secret places will not be handled the same way as in the first game - that is exactly my concern. As for your analogy..."there comes a point where what people say is self-discrediting and requires no more comment from me."
|
|
#22
|
||||
|
||||
|
Quote:
Anyone care to place any bets that that grate would still be highlighted from even farther away?
__________________
For when you're too lazy to repost your side of an argument/discussion: http://forums.eidosgames.com/showthread.php?t=115406 |
|
#23
|
||||
|
||||
|
I agree too.
Give us the option to disable the highlighting, or make it off automatically in the Deus Ex difficulty! :3
__________________
|
|
#24
|
||||
|
||||
|
Why don't they just introduce a "scan mode" that once activated can show you all the interactable object in your sight.
Doing so it will be up to the player to look for clues, if he wants/needs, and most importantly nothing will be prompted automatically. P.S. Am I the only one that think that while moving objects we should at least see our hands on the object? Maybe we could also do that in 3rd person so to move the object even more accurately: there are already some actions performed from a third person point of view so this don't sound so preposterous to me. |
|
#25
|
||||
|
||||
|
Or when he turns on the "super vision" to see through walls.
__________________
|
![]() |
| Bookmarks |
| Tags |
| highlighting |
| Thread Tools | |
| Display Modes | |
|
|