History Main / NoticeThis

25th Jun '16 10:01:17 PM nombretomado
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** The Infinity Engine D&D games (''IcewindDale 2'', ''BaldursGate'') did something very similar with the left alt key, highlight dropped loot, door and containers. A loading screen tip recommended keeping one's left pinky over the key while exploring and pressing it whenever nothing else was happening. There were also a handful of secret stashes that were flagged not to light up this way, the only clue to their existence being the mouse cursor changing to the 'loot' icon if you happened to cross the couple-pixel hotspot.

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** The Infinity Engine D&D games (''IcewindDale 2'', ''BaldursGate'') ''VideoGame/BaldursGate'') did something very similar with the left alt key, highlight dropped loot, door and containers. A loading screen tip recommended keeping one's left pinky over the key while exploring and pressing it whenever nothing else was happening. There were also a handful of secret stashes that were flagged not to light up this way, the only clue to their existence being the mouse cursor changing to the 'loot' icon if you happened to cross the couple-pixel hotspot.
25th Jun '16 10:00:39 PM nombretomado
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* ''BaldursGate II'' lights up all dropped items and lootable areas if you hold down the Tab key. The first game didn't have this at all, which meant lots of pixel-hunting, even for common stuff like looting the bodies after a random encounter.

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* ''BaldursGate II'' ''VideoGame/BaldursGateII'' lights up all dropped items and lootable areas if you hold down the Tab key. The first game didn't have this at all, which meant lots of pixel-hunting, even for common stuff like looting the bodies after a random encounter.
4th Jun '16 5:48:58 PM nombretomado
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* In PS2 games ''VideoGame/ClockTower 3'', ''VideoGame/HauntingGround'' and ''VideoGame/{{Kuon}}'', items appear as shining objects, much like the ''Resident Evil'' series. ''Kuon'' even throws in head-turning ala ''Franchise/SilentHill'', though this is often misleading as apparently doors qualify for head-turning as much as items do.

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* In PS2 the [=PS2=] games ''VideoGame/ClockTower 3'', ''VideoGame/HauntingGround'' and ''VideoGame/{{Kuon}}'', items appear as shining objects, much like the ''Resident Evil'' series. ''Kuon'' even throws in head-turning ala ''Franchise/SilentHill'', though this is often misleading as apparently doors qualify for head-turning as much as items do.
14th Jan '16 4:35:25 PM nombretomado
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** Also present in the DS titles of SquareEnix's other flagship series: ''VideoGame/DragonQuest''. Notable in that certain items hidden and marked in this way were originally marked on the NES or SNES by way of signs pointing to them or dogs guarding their spots; these original hints still remain in the DS versions.

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** Also present in the DS titles of SquareEnix's Creator/SquareEnix's other flagship series: ''VideoGame/DragonQuest''. Notable in that certain items hidden and marked in this way were originally marked on the NES or SNES by way of signs pointing to them or dogs guarding their spots; these original hints still remain in the DS versions.
8th Jan '16 2:24:35 PM Cifer
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* ''VideoGame/MadMax'' uses the colours yellow and (to a lesser degree) red. Climbable ladders are yellow, ledges you can balance on are marked with a yellow streak, doors that can be kicked open have a yellow frame and a small red spot in the center, doors that can be opened via an explosion have a larger red splash in the middle, exposed fuel tanks are always red and so on. In general, yellow means "Go there", while red is "destory this".
4th Jan '16 9:53:11 PM DragonQuestZ
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A SisterTrope to ModelingPoses (when one's stance is meant to make people notice a thing).
2nd Jan '16 9:53:36 AM nombretomado
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* ''{{Solatorobo}}'' marks the location of hidden rings and P-crystals with [[EverythingsBetterWithSparkles blue sparkles]].

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* ''{{Solatorobo}}'' ''VideoGame/{{Solatorobo}}'' marks the location of hidden rings and P-crystals with [[EverythingsBetterWithSparkles blue sparkles]].
18th Dec '15 10:51:46 PM nombretomado
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* The ''ShadowHearts'' games put an exclamation point over the main character's head when he's near an (otherwise invisible) item on the ground.

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* The ''ShadowHearts'' ''VideoGame/ShadowHearts'' games put an exclamation point over the main character's head when he's near an (otherwise invisible) item on the ground.
19th Nov '15 5:06:58 PM nombretomado
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* In the later ''RuneFactory'' games, any item, person or monster you can interact with will have an indicator hovering above it. Extremely useful when giving gifts, since the indicator shows who receives it (and none shows if you would drop the gift on the ground)

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* In the later ''RuneFactory'' ''VideoGame/RuneFactory'' games, any item, person or monster you can interact with will have an indicator hovering above it. Extremely useful when giving gifts, since the indicator shows who receives it (and none shows if you would drop the gift on the ground)
29th Oct '15 12:58:28 PM HeraldAlberich
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Note that usually, good game designers will always have a subtle kind of Notice This going on in their design -- it is beneficial to create distinct silhouettes, shapes, color schemes, movement patterns, sounds and so on so that the player can piece together what's going on more easily, especially important in parts that are fast-paced and require quick reaction times to clear. This trope is when the game designers cease to be subtle.

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Note that usually, good game designers will always have a subtle kind of Notice This going on in their design -- it design--it is beneficial to create distinct silhouettes, shapes, color schemes, movement patterns, sounds and so on so that the player can piece together what's going on more easily, especially important in parts that are fast-paced and require quick reaction times to clear. This trope is when the game designers cease to be subtle.


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** The [[SavePoint weather vanes]] in ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'' will squawk and spin around to remind you to save if you've recently done something plot-important.
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