Players Of The Final Fantasy 7 Rebirth Demo Are Engaged In Debates Regarding Yellow Paint

  • 12-02-2024 |
  • Keegan Wilson

A week after the release of the Final Fantasy 7 Rebirth demo, players have shifted their focus from sharing piano arrangements to passionately discussing the use of yellow markings in the game. This convention, employed across various video games, sees developers using vibrant yellow markers to point out interactive elements such as ladders and edges players can climb.

This subject has been a source of controversy for quite some time. Echoes of similar discussions were heard following the launch of the Resident Evil 4 remake demo, in which gamers voiced their distaste for the yellow markings highlighting destructible items. The debate has now resurfaced with vigor.

Opinions are divided. There are those who champion definitive directional cues to assist gamers on their journey. The video game industry is filled with anecdotes about the necessity of guiding players through gameplay. For example, Game Designer Dave Lockman recounted an instance at PAX where players were disoriented in a game, even though all that was required of them was to press a conspicuously large button.

Gearbox's narrative designer Sam Winkler pointed out the dichotomy in player expectations, observing that while players generally appreciate guidance, they prefer it to be subtle and not blatant.

Moreover, the use of yellow markers can be beneficial for players with visual impairments. Accessibility advocate Steve Saylor noted that while these visual aids weren't initially intended for players with disabilities, they enhance contrast, thereby aiding those with vision impairments or cognitive disabilities to discern the intended path. Nevertheless, he acknowledges that this isn't the sole approach to enhancing accessibility.

Conversely, a significant number of individuals oppose the use of such striking, and potentially jarring, visual cues. Artist Freya Holmer delved into the topic of visual contrast in an effort to minimize visual clutter. Another opinion by developer Rittzler suggested that exploration should be a core feature of gameplay rather than a mere aesthetic detail.

Examples demonstrating that yellow markers aren't necessary for effective signposting have also been offered. Game developer Joe Wintergreen highlighted various techniques, such as employing shadows to guide platforming in Prince of Persia: The Sands of Time, in a detailed thread.