#Yellow Paint
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stupjam · 1 year ago
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climb the wall agent 8! (Hold ZL to use swim form to climb up painted walls) parody: https://twitter.com/xArcky/status/1710062417772691938 for the record i need the yellow paint
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oldfarmhouse · 9 months ago
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𝗁𝗍𝗍𝗉s://instagram.com/akindofhome
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ihearttseliot · 5 months ago
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sauce-central · 10 months ago
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by_mia_illust on Instagram
Credit if used!
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redglassbird · 2 years ago
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There's yellow paint on my hands and I'd draw a smiley face on your hand with my thumb if that'd make you feel better
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withinthesplendor · 2 months ago
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sam4s · 9 months ago
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buginacup · 11 months ago
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The yellow paint discussion is mostly about level designers using yellow paint to signify interactables; climable ledges and breakable boxes and such. A lot of people think that it's handholdy.
The discussion around "hand-holding" in games is so fraught, imho.
There's a politicization of that style of tutorialization that paints big studios in a very flattering light, but is in my opinion insufficient. People tend to act as if these design elements exist solely for an accessibility purpose and therefore "accessibility" vs "difficulty" becomes the crux of the debate online. You watch it happen every time people talk about Dark Souls.
But the reality of these decisions is that studios and publishers want to be able to sell a consistent experience while also including a bunch of optional content to keep players on device. Execs don't want a large percentage of players to miss their big e3 trailer setpieces, so the funneling becomes strong-armed in order to satisfy the promises of the game. Since a lot of optional content runs parallel with the main product, you encounter a lot of design where the "correct" way forward needs to be completely obvious while also allowing space for the player to deliberately veer off and get lost. This is why so many games can't/don't do level design that funnels you forward naturally and nothing else - there is a conflict of interest stemming partly from an insecurity about variable experience with their product.
In my opinion this is one of the biggest weaknesses of AAA games - variable experience is one of the most fun things to assume/propagate as a developer. If it were as simple as assuming a level of intelligence from the player (as people act as if it is) perhaps there'd be more to say in the conversation itself, but in my opinion it's sorely simplistic on its face.
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annapolisrose · 2 years ago
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Yellow
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lilim64 · 1 year ago
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the yellow paint discourse is dumb, but not as dumb as gamers
when play testing dead space, even though the plays testers where given a device meant for cutting things off of other things and where told by multiple npcs to cut off the monsters limbs, they still would aim for the head, which is why they have "CUT OFF THEIR LIMBS" written in blood literally fucking everywhere
i'm all for accessibility in video games, if every game could be like psychonauts 2 that'd be great
but i also think that if you need yellow paint to tell your players what to do, the players are either brain dead, or you can't design for shit
creativity comes from limitations, and i feel like the dead space devs shouldn't've added all the writings in blood, that's user error
but i also think that in the fruitless pursuit of hyper realism we've lost "style" and the ability of secretly holding the players hand when needed, that's developer error
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vidreview · 5 months ago
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VIDEO ESSAY ROUNDUP #5
[originally posted march 30th 2024]
it's been a minute since i've done one of these, for a whole host of reasons. the biggest one is that i just haven't been watching very much youtube lately, on account of spending my time making youtube instead. in February i released a scripted essay about the German time travel murder mystery show DARK, while in March i posted an unscripted conversation piece about all the movies i own but haven't watched. i've got a lot more planned for this year, but we're here to talk about other people's essays, not mine. so let's do that!
"Yellow Paint" by Caleb Gamman.
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i've talked about Caleb Gamman on this blog before, and no doubt i will continue to do so. he's a fantastic and criminally underrated essayist whose materialist approach to media analysis is a model for the kind of thing anyone making video essays ought to aspire to. nominally about the discourse over yellow paint signposting interactible objects in modern AAA video games, this essay is a disgusted and exhausted act of passive aggression (which turns into regular aggression by the end) against the ways social media and corporate greed have engendered an atmosphere of deliberate ignorance and illiteracy towards games, traditional media, news, politics, everything. it's an entertaining and vindicating watch, full of great points argued with genuine conviction.
"PS1 STORIES - 3D SHOOTING MAKER" by Blue Bidya Game.
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this one i found through a friend posting about it. we're looking at a review of a very specific PS1 "RPG Maker" spinoff dedicated to 3D rail shooters a la Star Fox --which is an instant sell for me, a long-suffering Star Fox enjoyer. but it's just as much an in-depth history of the Maker franchise as a whole, which is a lot deeper and more interesting than i ever could've imagined. a lot of research went into this, a task i can only imagine was made incredibly difficult by the language barrier. it's a great little video that packs a lot of charm into its 31 minute runtime, but what i find even more remarkable is Blue Bidya Game's mission statement: "I do sentimental videos on every game in the PS1 library alphanumerically and region-free until I die. Let's get weird and look through low graphical detail windows together. What do you think is out there? What could be just past those blocky hills?" at time of writing, there are 36 videos on Blue Bidya Game's channel, the vast majority of which are below 2000 views. if the quality of this single essay is even remotely indicative of the rest of his catalogue, then this might qualify as one of the most exciting & slept-on works of historical games journalism out there. if you were a fan of Tim Rogers' "Let's Mosey: A Slow Translation Of Final Fantasy VII" series, i think you may have found your new favorite youtube channel. you're welcome
"VR's Greatest Hope, We Thought - Half Life: Alyx Four Years Later" by Brother Burn.
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there was a time when i believed wholeheartedly that VR was my beat. i futzed around with the Oculus DK2 at the University of Oklahoma tech lab in, what, 2014? and had my mind blown by the experience of riding a virtual roller coaster. in 2016 my roommate and i went halfsies on an HTC Vive, which arrived on our doorstep the very day that Donald Trump won the presidential election. more on-the-nose symbolism you couldn't possibly ask for-- that is, assuming VR software development & investment kept up its then-rapid pace long enough to support total quadrennial escapism, which it absolutely did not. don't get me wrong, i found a number of titles to love; i made a video about perennial VR classic Beat Saber in 2018, but was plenty charmed by the likes of Arizona Sunshine, The Gallery, Vanishing Realms, Zombie Training Simulator, and especially the fast-paced climbing game To The Top, whose only weakness for me was the limited number of tracks in its (admittedly good) OST with no ability to easily import your own tracks instead. yet for as much as i liked these games, vanishingly little about them was so far beyond what was offered by the tech demos present in Valve's VR pack-in The Lab that you couldn't get an approximately similar experience by just playing that instead. alas, the horizon of possibility for VR games hit something of a ceiling once all the most obvious ludic experiences had been more or less perfected.
anyway, this video by Brother Burn is at least in part about that. i never played Half Life: Alyx, but it certainly seemed positioned to be "VR's Greatest Hope" at the time and so i was naturally drawn in by this essay's title. what it confirmed for me is that i'm glad Alyx exists, but don't feel an especial need to play it. he talks at length about the stealth level "Jeff", which sounds cool as hell and is something i could never under any circumstances subject myself to. i cannot handle horror in VR. there's a section of Arizona Sunshine set in an abandoned mine that i had to psych myself up to finish for three weeks. so it's good, in that respect, to get a breezey overview of Alyx from someone who isn't a Half Life superfan (like me), who gets motion sick in VR easily (also like me), and who clearly came up during a very specific era of youtube (ditto). Brother Burn's style is a time-capsule from 2017 in all the best ways. post-Game Grumps, pre-Breadtube, high effort editing with a lightly self-aggrandizing sense of humor, lives maybe two or three doors down from Errant Signal; i dunno what to say except i find his work charming. that he has less than 2000 subscribers at time of writing is as unfortunate as it is unsurprising.
"remember fingerboards?" by Jeffiot.
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this may quietly turn out to be one of my favorite video essays of the year. a history of skateboarding with a history of finger-skateboarding along with a personal history of both into a genuine loveletter to what is objectively a very silly activity? oh yes, thank you very much, i'll take two. the section where he first tries fingerboarding is so surprising and charming, and everything that follows is like… i dunno, freeing? there's something about this video that feels like a substantially relieved exhale, as it's the first really niche thing Jeffiot's done since the astronomical success of his Skull Trumpet essay. the scariest part of being Suddenly Popular after such a long time being totally invisible is the looming specter of What Next. the temptation must've been there to just keep on doing videos investigating the origins of Weird Internet Ephemera forever, since that clearly resonated with a lot of people. instead, here he is doing something totally unrelated, in a realm that none of his new subscribers are likely to be interested in --a supposition at least momentarily supported by the fact that this video only has 14,000 views after a single day (compared to the 100k+ views his last few hit). that number will surely go up, but for the moment i think it's illustrative of the fact that every channel's subscriber count actually contains at least two, probably more, discrete pools of audience. 155,000 subscribers is impressive and substantial, but how many of those people are there for Jeffiot, and how many are there for More Skull Trumpet? all things being equal (which they very much are not), i see that 14k viewership number as a soft indication of Jeffiot's dependable long-term viewers, the people who'll follow him down whatever blind alley he wanders through.
i plugged Jeffiot in the previous roundup, with a lot of time spent analyzing the phenomenon of running a small channel that suddenly gets huge because of a single viral hit. when i wrote that post in january of this year, he'd just exceeded 50,000 subscribers after having only 5,000 a few weeks prior. now, two months later, he's got over 155,000 subscribers. this makes Jeffiot's channel a really useful case study in how one translates good luck into good fortune. the most notable development in my opinion is that quite a lot of Jeffiot's back catalogue has seen an immense increase in viewership as well, something that simply does not happen unless there's a palpable and immediate and consistent qualitative energy shared between the old stuff and The Thing That Went Viral. when i say that the job of a video essayist toiling in sub-5k-views obscurity is to lay the groundwork for getting lucky, this is exactly what i mean. Jeffiot's stuff is high-effort, surprising, and thoroughly entertaining across the board, unique in subject matter yet somehow broadly approachable (that he's clearly very influenced by the work of Tim Rogers over at Action Button is, i'm sure, just a coincidence). i really hope that Jeffiot doesn't take the relatively low viewership of this fingerboard essay as a Failure and vow to stay away from such seemingly off-brand subject matter in the future. it's not a failure (i mean, god, i'd kill for a video of mine to even break 5k in a single day at this point), but rather an indication of confidence and direction. the best artists and creators will walk their path whether you follow them or not. there's no being true to what compels you which also permits universal success, and any attempt to the contrary is a great way to strangle your soul to death. the successes float you on from the sinkers. views and subscribers don't have a linear relationship with monetary success on youtube (unless you rely exclusively on ad revenue, at which point you're already fucked and should probably check a calendar to see if it's still 2015), yet it's so easy to get spooked by them because youtube wants us to be obsessed with analytics. somehow, i think Jeffiot's smart enough to avoid such pitfalls.
"The Mass Extinction Debates: A Science Communication Odyssey" by Oliver Lugg.
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this one was suggested to me through my askbox. what strikes me most about this video is how it spends 45 minutes building up the context leading up to the debates about what actually caused the extinction of the dinosaurs, so that you understand what they really represented beyond a simple who's right/who's wrong. i had no idea this was such a recent thing-- 1996, man. that's so in my lifetime. i've always thought the asteroid theory was just uncontroversially true, it never occurred to me that there would have been a combative dogma against it in the scientific community. this is just a good, fun, enjoyable and educational video essay.
"Everyone But Me Is Wrong About The Cornetto Trilogy" by Innuendo Studios.
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this is an essay refuting the semi-popular assertion that the Cornetto Trilogy (Edgar Wright's Shaun of the Dead, Hot Fuzz, and The World's End) are about stunted manchildren being forced by circumstance to finally grow up. instead, Ian Danskin argues, these films are about stunted manchildren who refuse to change until circumstances beyond their control forceably change the entire rest of the world in a way that allows them to never have to grow up. this is one of those essays that's clearly been on the backburner for a long time, delivered with a real sense of frustration and desire to correct the record on something that seems, to Danskin, transparently obvious.
i liked this essay a lot because (to get a bit inside baseball) i'm dedicated to finally producing my extremely-long-in-the-works essay titled Everyone Is Wrong About LOST, about how everyone is wrong about the tv show LOST, by the end of this year. a big question for me in writing that essay has been what tone to strike, how much indignance i should show, where the line between funny and annoying lies. this essay did a lot to clarify that question for me, which is only that much more edifying because Ian Danskin has been at this since 2014. his original essay, This Is Phil Fish, was a big inspiration for me when i first started thinking i might want to try my hand at this gig, and his work ever since has remained some of the most consistently good and clear argumentative writing on the platform. any time he posts a new essay is a moment of quiet celebration for me, especially on the rare occasion he does traditional media analysis like this instead of the equally excellent but generally dry rhetorical analysis he's been doing with the Alt-Right Playbook for the last 6 years. it feels somehow poetic to once again have the path forward in my work clarified by a creator who inspired me an entire gender ago, like somehow despite all that's changed i'm still being true to my WAIT HOLD ON WHAT
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well i guess i'd better hurry up and make this fucking LOST video, huh?
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randomgifsxx · 6 months ago
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oldfarmhouse · 1 year ago
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𝗁𝗍𝗍𝗉s://instagram.com/countrystylemag
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opinionatedhumanbeing · 9 months ago
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slugass · 1 year ago
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yellow paint in game design...
no amount of debating or talk about good vs bad game design or the obligatory unnessecary mocking of mental disabilities or actual legit valid points about options and accessibility will stop it from reminding me of episode 15 of midnight horror school where mirror yumyum painted everything yellow
hyperfixation moment
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inversionimpulse · 1 year ago
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tilting the control stick to move your character is just devs compromising the integrity of their games for uninvested baby gamers that need their hands held
all games should require manual leg inputs like QWOP for movement
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