PissOffRoth said:
I understand the need for invisible walls, but they are annoying just the same. Without them, games would either have masses of unused map space just for the sake of realism, or they would all look walled-in and linear. Remember, not every game works as a sandbox. Annoying as they are, invisible walls are important.
I just wish they were made a little better.
the mercenaries series made a brilliant move, they have walled off areas with sandbags, obstacles and lines on the mini-map and if you go there you get warned the enemy has air superiority in the area, if you continue to ignore them you die instantly to a hail of bombs.
^ that is how you expertly design game boundaries!
Grabbin Keelz said:
You know there are some games where you can cheat and go past those silly boundries, only to find out that behind them is infinite space and if you step in the wrong direction you will be sent to an infinite hell of falling forever. I think bs barricades are for the best.
i did this in deadmines v1.0 in classic wow, it was very, very fun to see under the world in fact if you travelled far enough you found a snippet of an unreleased world almost like a developer left it there as an easter egg!
Alfador_VII said:
Games generally do need these arbitrary barriers, but I like it when they're done more subtly than just having an ankle high fence you can't step over, or a plain old invisible wall.
If you don't notice you're being coralled, the developers have succeeded. If you just accept that certain doors don't open, or cliffs are unclimbable without really thinking about it, it's great
yep, i'd agree on the not noticing part, but i think there should just be a penalty like things shoot at you so you don't want to be there or your avatar can't swim, or cant possibly survive in a certain environment, or whatever depending on the game type
the radiation in cod is a decent solution for example, it's far better than crysis 2's issues with out of bounds players, i fell through a broken polygon in crysis 2 on the single-player and got stuck in the dock / port wall area near the beginning, and i was actually quite annoyed that there was such a glaringly obvious way to break the game.. so boundaries are important, for sure!
it might be a good idea for developers to invent a little spray-can tool that allows player movement in a certain areas, and if you try and exit your avatar will tell you 'i shouldn't be here, bad things could happen'
or, 'i don't think this is the way'
and / or just turn around and flat refuse to go there, but depending on the scenario that could be game-breaking for immersion
it's a topic that could use some serious thought, personally i hate invisible walls and foot high obstacles that stop you dead and you literally need to look down to see them.
that's just as game / immersion breaking to me
they did that in the witcher 2 in a couple of fights you need to be aware of the terrain as there isn't a jump action in that game ( for rp reasons, obviously )
i wont spoil, but those who played it know what i mean i'm sure