I kinda hate the whole yellow ladder debate, both because, in the great scheme of things, while that exact type of signaling is probably overused, it's not really that big of a deal but... also because when the more experience designers come out to explain it, a lot of it ends up like...
But it HAS to be this way! There is no choice, people are dumb! We have to have ultra realistic, cluttered, hyper realistic environments and the players can't find anything unless we use neon colors! The player HAS to slide through frictionless content tube! And since everyone else is doing it, we have to do it even more! Better than our competitors!! Even smoother and slicker!!!
and like... it's not that big of a deal. I don't think you can actually like... meaningly long-term enfeeble players like this. Nor is this the only trick AAA devs ever actually use (look, game design is like 90% tricks anyways, yellow ladder is just overexposed)... but like... something about the mentality behind the defense, the many times I've seen this topic come up just... idk. It feels lame? Like you don't have to do any of the things you think you have to. This is why we got silly shit like when Ubisoft devs got salty about Fromsoft games or w/e while they continue to print money. And it's not like they're magic, or genius, or don't take shortcuts (lol they take SO many, they're just different ones). But the point is more... you don't have to do anything. You're making a decision.
And honestly I think it's fine to go "We watched testing, weren't happy, and decided that slapping a paint texture-projector in front of the ladder would solve the issue so much faster and save man hours instead of rejiggering a whole room that you're supposed to be in for 20 seconds". It's not even a bad, or artless decision! It's fine! But the idea that this decision is inevitable...? IDK I hate that mentality.
So thinking about the last thing I read that set me off on this topic and like... that twitter thread is fine!! No hate! It's fine, especially in the larger discourse. It's a good thread!!
... But they mentioned how painful it is to watch someone play your game, silently, through glass, bumping their head against the wall or getting lost and....
They're right
Oh god are they right it sucks SO much. But it sucks FOR YOU!!! For the player?? Maybe! But it definitely sucks for you, almost certainly MORE than it sucks for the player.
Like we've all watched streams. How many streamers have you seen who have had to tell the chat to shut the fuck up and let them play the game because them being lost is pissing off the chat more than it's pissing them off.
And don't get it twisted, like... no AAA dev is making their major decisions off of one dev watching a few play testers. Their are ALL kinds of analytics that these companies do. One of my good friends works at them and even he'll point out that like... Data can't tell you what you should do. You can measure something! But you have to decide what that measurement MEANS... and this also leads to the problem of like... once you aiming too strongly for these metrics you decided, you slam into Goodhart's Law.
When a measure becomes a target, it ceases to be a good measure
