this post was submitted on 07 Apr 2026
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[–] Jesus_666@lemmy.world 18 points 1 day ago (1 children)

People complain about yellow paint but not a HUD because the HUD is not part of the game world. It's an abstract representation of state to the player but explicitly not something any character in the game sees.

It's like the score in a movie. The music is (usually) not playing where the characters are but its presence is understood as a representation of how the characters feel. It's an out-of-band message.

Yellow paint is part of the game's world; it's an in-band message. Someone put that paint on things and somehow only on things that are breakable or climbable. That strains some people's suspension of disbelief – it's more plausible that someone created a zombie virus than that someone went through town and color-coded everything by degree of interactivity.

In-band messaging in games can be done subtly but that requires a very competent designer.

It's easier with less realistic visuals and more limited means of interaction; since everything is abstracted anyway, indicating interactivity becomes easier – e.g. breakable walls have large cracks and one early on had to be broken to progress. Now the player knows how to spot and break such walls.

But when you have many dissimilar objects with many dissimilar forms of interaction in a realistic environment and you don't want to show abstract prompts for the sake of greater immersion, you need to indicate interactivity in some other way.

So you break out the yellow paint and break immersion for some players.

[–] MrFinnbean@lemmy.world 6 points 1 day ago (1 children)

Very good points and i mostly agree with you.

The yellow paint is very much a balancing act and especially in games like Resident Evil and many other horror games where recource managment is big part of the game making loot to stand out is very important.

If the breakables are easy to miss players will become frustrated when they dont have enough bullets or healing items to progres in game. If devs add loot so much that even blind players find enough loot, then sharp eyed loot goblins will have too many recources to have a challenge. Some games play around this by pseudo randomising the loot and making sure that if some recource is low players will allways find enough >!(The Last of Us does that and if you notice it will ruin your immersion even more. There is no reason to save any recources, because you will allways get enough for the next encounter)!<

Same with games with climbing mechanics. If the game is build around it and is fast paced you will hate the game when you die because you jumped against wall you cant climb.

Im fairly certain that most people who get annoyed about the visual cues would be even more annoyed without them.

[–] sukhmel@programming.dev 1 points 9 hours ago (1 children)

Unrelated but

about that spoilerIt's not standard, and maybe it is rendered by some clients, it is a plaintext for others. Lemmy spoilers are in this format:

spoiler title Content :׃:

I had to put a fake colon in the closing tag because it kept closing the spoiler

:::

[–] MrFinnbean@lemmy.world 2 points 9 hours ago

Good to know. Im using Sync and thats how it formated it.