Prey 2006

Level 16. In here which light is brighter? The tubes with white energy. The blue glow on the floor is much less bright, while the white energy over shines everything else. There is a red light indicating a door but it just can't compete with the brightness of the white energy. It may look cool and produce a cinema like environment but it's really bad to guide the player in the game.

The control panel to open the door is placed on a square on the wall that makes sense. However, the bright energy light is too powerful and the control panel very small, making it hard to spot.

Path of Exile

This game has some bad design decisions. Every spell and ability has a unique visual identity. Each power is distinguished from the others with visual clues. The problem with that is that when you have a large numbers of enemies, players and each power has its own unique visual identity, the screen becomes polluted. How to solve visual pollution in this game? Lowering the number of enemies? Lowering the number of active skills? Restricting the spells themselves? It's hard to solve because any of those changes would mean changing the gameplay itself. The visual effects cannot be turned off because the player has to see them to play in the first place.

The same concept applies to sounds. Noise pollution and visual pollution are sides of the same coin.

Open Arena

In this map (self made), not in the game, the colorful lights cause visual pollution. There is too much contrast. The problem here is that all lights have the same brightness and there are too many colors that make it hard to focus on one direction or another.

Shadow Warrior

Chapter 9. The white spotlight pointing down highlights the lever that the player has to activate. The same spotlight is used everywhere in the game to highlight objectives. The spotlight's idea is right but the execution is poor. Every other light on the environment is so bright that the spotlight becomes overshadowed and hard to spot. On other parts of the same level the levers, control panels and buttons are always hard to spot. Notice how bright the blue light coming from the light pole is. That combined with the red lights on the background draw the player's eyes away from the lever that is right in front of him or her. This is further worsened by having the control panels small, whereas the surround structures are much larger. The game does highlight important objects with a yellow glow but it just can't compete with the brightness of the background. The object being so small doesn't help either.