So Bisson and his team listened to the community and decided not to use the white paint on the normal difficulty setting (and higher) in Shadow. That’s a great feeling - but then you get lost, and we add in the white paint and suddenly you lose that initial vision, that initial beauty of being there because now you know you’re in a video game again and you’re just following that paint.” In this case, we have this awesome world of discovery where Lara finds her first living tomb. It’s when people are lost that we have to paint that in. “When you’re building a world, you don’t think about white paint at the beginning,” Bisson told me. The problem is that while people hate getting lost and disorientated in games, they also don’t want designers to rely on such an obvious bread-crumb trail as a shortcut. Following the release of Rise of the Tomb Raider, a fan movement called “GROWL” (Get Rid of White Ledges or, possibly, Group for the Removal of White Ledges) sprung up in response. If an explicit trail of white paint sounds like a cheap trick to you, though, you’re not alone.
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In the recent Tomb Raider games, Eidos elected to go with a trail of white paint that always points players to the proper path. In the reboot of God of War, Sony Santa Monica gave players a companion to act as a guide.
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That’s when studios begin to rely on tricks. A company like Tomb Raider developer Eidos Montreal employs an army of artists and designers to build a realistic and immersive environment, but then it also has to make that space fun and easy to navigate for millions of players. I’ve never designed a 3D world for a video game, but I can imagine that it is frustrating. Join gaming leaders, alongside GamesBeat and Facebook Gaming, for their 2nd Annual GamesBeat & Facebook Gaming Summit | GamesBeat: Into the Metaverse 2 this upcoming January 25-27, 2022.