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I know some folks see the yellow paint discourse as repeating old discussions. But do you have any idea how much of a repeat it actually is? Here is a video from Egoraptor explaining why players feel terrible about being handheld in less than a minute. Can you guess when this video was released?

But wait, there's more! It's all the same arguments everyone is still having all these years, again explained within one minute, and this was made by a non-gamedev at the time!

And for the arguments of "Well, 20% of players will always get stuck, so we just have to have incredibly ham-fisted and immersion breaking UX in our games.", alright, but if: 1. You do not mind the other 80% are now annoyed as hell. 2. You are crunching to get it done. bsky.app/profile/ryst...

Robin-Yann Storm@rystorm.com

And many designers know this. But when an exec comes in and throws away months of hard work on a whim, and then tells you to redesign something better in 1 month, you throw some paint on there and add some self talk to save it. So, it’s a combo of yellow paint and this: bsky.app/profile/mary...

Its bleakly funny how TV discourse is having a moment around Netflix exec's going "what if someone is cooking pasta while watching this show, maybe the characters should announce what they are doing" and people mock it, meanwhile games discourse is often doing a weird defence of the same thing.

hardly the same. you can't get lost in a tv show or a movie. it's not a spatial reasoning thing. you're either paying attention or you're not in games it can be very easy to get stuck even if you *are* paying attention, this is why signposting exists, and why it's mostly done in 3D games

"you can't get lost in a tv show or a movie. it's not a spatial reasoning thing." It depends on what you mean by 'spatial' in this case. If you watch the 'Every Frame A Painting' episode I link down in the thread, he mentions how in fighting scenes the viewer *can* get spatially confused by bad cuts

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And that for example in the fight scene with the larger spiral staircase, it is visually 'set up' in an earlier frame, much as how videogames 'set up' a mechanic, like we saw with the megaman platforms that drop down. So, I would say the design langauge is very similar, if not the same.

"you're either paying attention or you're not" Similar to this, in the Every Frame A Painting video, it shows how even when the audience is directly engaging, a bad cut can still be confusing. So in movies the audience can also get 'stuck', even if they're paying attention. So they also signpost.