An oil rig being destroyed in exactly the right way where everything yellow is perfectly aligned in the one linear path I can progress in and nowhere else is the exact opposite of diegetic.
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Oil rig being destroyed into only one path is a game. Not every game can be an open world experience and for Still Wakes The Deep linear path is what makes the pacing and atmosphere have the desired impact. Opposite of diegetic is bumping into walls, furniture and small spaces trying to find a path
Here are some screenshots form Still Wakes the Deep that utilize the same methods as TLoU in your thread: closed spaces, lights, names over the doors and stuff.
Trying to decide if I have the energy to boot up Still Wakes the Deep and take screenshots of all the terrible sign posting you've selectively ignored here, but I'm not sure that's worth my time considering you don't seem to be acting in good faith here lol
It's not worth it, to start I am not against *any* yellow paint in any game, and I believe it was done well in this game in particular, because the setting allowed for things I mentioned earlier.
Idc about yellow paint, I care about effective sign posting.
Exploring a game world and solving navigational problems should be satisfying. Following the visual equivalent of flashing neon signs cause an overworked dev had a panic attack during a play test and had to met a deadline is not that.
Additionally, they have yellow interactable valves and ladders, and here's a photo from an actual oil rig and a train photo I took. With yellow ladders, stairs and signage that helps visibility for real life workers. Swatches of paint can break immersion in game, but this game does it right.
Exactly, I mean I don’t need yellow paint in every game I touch. But if I’m playing a game and I need to google a play through to know my next step, I’m not experiencing what the character is experiencing.
Not really an applicable concept. You can say that it "lacks verisimilitude" or "is a contrivance" but it doesn't really have anything to do with diagesis.
Something is diagetic if it exists in the story and is experienced by the characters. Quest markers and subtitles are (usually) non-diagetic. A contrived linear pathway has to be diagetic because the character interacts with it.
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Naughty Dog also makes linear games and they've been doing this shit right for years. I don't know why y'all are so hostile to the idea that better things are possible https://bsky.app/profile/ctg867.bsky.social/post/3lek7ptgsac2h
Exploring a game world and solving navigational problems should be satisfying. Following the visual equivalent of flashing neon signs cause an overworked dev had a panic attack during a play test and had to met a deadline is not that.
The collective cognitive dissonance that some people have w/r/t defending bad and widely maligned sign posting is very weird!