Deathloop and Dishonored's developers aren't fans of yellow paint and, instead, use a variety of alternative methods to ensure that player doesn't get lost.
Final Fantasy 7 Rebirth's recently launched demo has once again sparked debate over developers' use of yellow paint. Sure, it serves its purpose, giving players a clear indication of what's useful and what's simply set dressing, but it can be immersion-breaking when these otherwise life-like worlds are splattered bright yellow as if someone dropped a paint bucket a couple hundred times.
Some might say it's a necessary evil, but that is certainly not the opinion of Deathloop director and Arkane Lyon head Dinga Bakaba. Discussing the topic on Twitter, Bakaba says that avoiding using paint marks is "a choice and an investment."
A while back I said about these paint marks that it's a choice and investment to avoid them and this thread shows a bit of the subtle work Level Designers, Level Artists, Env Artists, Audio Designers, Narrative Designers etc. put to ensure you aren't lost in Arkane 3d worlds. https://t.co/8ZRR1eXeLPFebruary 11, 2024
The developer goes on to explain that alternative methods of telegraphing require "a lot of reactive work" after each playtest. "It's a constant dialog with the playtesters and requires prioritization, communication between disciplines, and a culture of sane, constructive, creative friction in service of the player to achieve it."
Bakaba also highlights a series of tweets by user Andrey Mironov, which explores the lengths level designers, environment artists, audio designers, and more go to to guide players without paint.
As Mironov points out, one of the ways this is subtly yet effectively done in Deathloop is by using arrows and text that draws the player in but that doesn't look out of place, as demonstrated in the below image of the Wonder Wheel ride in the amusement park.
If you're using arrows or plain text, at least try and make it make sense within the rules of the world
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