Given the drive for immersion, why is there such a heavy push for overly colorful, vivid gear (neons, chromatic gold, etc.) in the verse, rather than contextual clothing and armor, such as camo, subtle hues, etc.?
TL;DRThey argue color doesn't break immersion and players should have the choice of serious or colorful gear, while NPCs will be given palettes that fit their location and most assets stay muted.
Have you gone outside, whoever you are, person? How does color break immersion? At least in LA, there's a car that drives around that is bright gold and has a giant mural of Jerry Orbach's face on the hood. Google it. It's real. We see it all around Southern California. It doesn't break immersion. That is immersion. That's life.
For me, what's important when we talk about clothing items and stuff like this is: somebody wants to have the super serious military gear, there should be that choice. Somebody else wants to express himself in a different way and wear something else, you should have that choice. This should be a big game that lots of people come to and express themselves in different ways. What's important is we offer that variety. Some people enjoy the colorful stuff. Some people don't. You should be able to pick those things. And I don't want to say, oh, there's no color in our game, there's nothing like that, because that's just limiting. And to Jared's point, that's not reality. When the world was normal and you were gathering with some people, you would see everyone expressed themselves in a different way. And I think that's what we strive to do. Sometimes we want to do something that's colorful and maybe more fun. Other times it's much more serious, but we should have those choices.
Yeah, I think the designers, and I'm talking about the latter end, when they start plugging in and implementing, those designers and also the character team: when we set up landing zones, there is a palette that we generally put on the landing zone NPCs, unless it's specifically called for that they have to be very colorful and very diverse. So at least on our end, we'll try to make the NPCs feel more grounded and feel more relevant to the actual location. But as Chance said, for the players, you can go in with a pink helmet, green torso, neon pink pants. And that's the beautiful thing about this game: the ability to have choice. And we actually had this conversation with a couple of directors this morning. We're like, yeah, we've seen some abominations online. But that's also just humans. So maybe this person is seeing this a lot in the other players, where you might see very crazy neon light type of stuff, but that's more of a choice thing. And we will always give the freedom of choice to players. But NPCs, we'll make sure that they look fitting, unless there's an NPC that's specifically called for to be very bright.
I'm willing to bet if you did an accounting, the overwhelming majority of our assets are still muted and subdued. The color is the exception, it's the rarity, it's the flair.
It's so much easier to spot a player too, especially with those bright colors.