>>714500160 (OP)>Why do all games do this now?It's very simple, actually.
It's because EXTENSIVE playtesting is now the industry's norm, and because visual fidelity of most mainstream games today is so high that developing a clear visual language is now a necessity.
Older games either did not target as big and wide markets to run into issues with readability, or they were visually simplistic enough to avoid readability issues by simply lacking detail that would muddle the distinction between active elements and backgrounds.
In Tomb Rider 1 you don't need ledgepaint because the whole game is literally build on a grid covered with flat textures. Identifying what is or isn't a ledge isn't a problem, it's not like the walls are hyper-plastic and covered with endless mash of modeled greebles with skyboxes and actual level layout being INTENTIONALLY virtually inseparable.
Is this shit tiresome and boring?
Yes.
Are there better ways to do this?
Yes.
But is SOME kind of solution to readability issues needed?
Yes. Yes it is. And ledgepaint is just the most easy and cheap way to solve it.