Invisible wall

An invisible wall is a boundary in a video game that limits where a player character can go in a certain area, but does not appear as a physical obstacle.[1] The term can also refer to an obstacle that in reality could easily be bypassed, such as a mid-sized rock or short fence, which does not allow the character to jump over it within the context of the game.[2] In 2D games, the edge of the screen itself can form an invisible wall, since a player character may be prevented from traveling off the edge of the screen.

In 3D games, invisible walls are used similarly to prevent a player leaving the gameplay area, though visible boundaries such as stone walls or fences are generally preferred. Completely invisible walls are cited to be level design bugs, and might be "left-over geometry" from an earlier version of the level or an object's improperly aligned collision box.[3][4] Nevertheless, designers might add invisible walls on cliffs to keep characters from falling off[5] or use them as final borders of large open worlds, to make the world appear even larger than it actually is.[3]

Effect on player immersion

Invisible walls can create discrepancies between a game's systemic logic and its fictional logic, as a game's rules dictate that one cannot continue past the wall, while the fictional setting cannot explain why this is. This breaks the supposed internal reality of the game.[6] However, the existence of invisible walls does not break player immersion as much as they might seem to, because most gamers are fully aware of the limitations of game worlds and accept the inability to venture off the path as a given.[2] The true threat to player immersion is not the mere existence of invisible walls, but whether they are consistent and credible within the game world.[2] For example, if the player character is normally able to jump over knee-high fences, encountering such a fence that cannot be jumped over breaks immersion much more than if the player character is normally incapable of scaling any sort of fence.

Many games, especially open world games, use substitutes for invisible walls that prevent players from venturing too far off the beaten path while retaining more immersion, like extremely powerful or invincible threats or enemies,[7] such as restricted areas subject to lethal airstrikes in Mercenaries: Playground of Destruction.

Bypassing invisible walls

Computer glitches or the use of computer game cheats can result in both visible and invisible walls becoming penetrable. If a player character passes through a wall, they may enter an area of the game not intended for their use. This might be an area containing unused portions of a level, or an area containing nothing at all. Visible and invisible walls exist to keep players out of such areas.[8]

gollark: These are enhanced metacryoapioforms, I said "cryoapiary" for simplicity.
gollark: Ah. That is suboptimal.
gollark: I don't know what that means.
gollark: It's neither.
gollark: <@!139859208592949248> You are trapped in a labyrinth. There are some doors. One of them leads out. One of them leads into a lethal cryoapiary.There are two gollarks in front of the doors. One gollark speaks the truth, one gollark always lies. You suddenly notice other gollarks appearing. The other gollark tells the truth or lies at random. The other² gollark is truthful iff your question does not refer to itself or other gollarks. The other³ gollark calls in orbital laser strikes against those it perceives as asking tricky questions. The other⁴ gollark is truthful iff it predicts (with 99.6% historical accuracy) that you will consider it (one of) the falsehood-telling gollark(s). A subset of the gollarks will say "bee" and "apioform" instead of "true" or "false", but you do not know which or which words "bee" and "apioform" correspond to. The other⁴ gollark just tells you the first bit of the SHA256 hash of your question in UTF-8. Another gollark appears to be randomly materializing doors. The other⁵ gollark will cooperate with you iff you cooperate with CooperateBot/angel. Yet another gollark will tell the truth iff you know what iff means. The final gollark appears to be fiddling with the orbital mind control laser making you know this.What do you do?

References

  1. Thorn, Alan (2009-06-23). Cross Platform Game Development. Jones & Bartlett Publishers. p. 251. ISBN 0763782815. Retrieved 2014-11-18.
  2. "Invisible Walls- GameCareerGuide.com". www.gamecareerguide.com. Retrieved 2018-03-04.
  3. Levy, Luis; Novak, Jeannie (2009-06-22). Game Development Essentials: Game QA & Testing. Cengage Learning. pp. 84, 85. ISBN 1435439473. Retrieved 2014-11-18.
  4. Novak, Jeannie (2013-04-11). The Official GameSalad Guide to Game Development. Cengage Learning. p. 10. ISBN 1133605648. Retrieved 2014-11-18.
  5. Rabin, Steven (2013-09-11). Game AI Pro: Collected Wisdom of Game AI Professionals. CRC Press. p. 273. ISBN 1466565969. Retrieved 2014-11-18.
  6. Buerkle, Robert (2008). Of Worlds and Avatars: A Playercentric Approach to Videogame Discourse. ProQuest. p. 142. ISBN 0549981608. Retrieved 2014-11-18.
  7. Hindes, Daniel (2014-03-16). "Border protection". GameSpot. Retrieved 2014-11-18.
  8. Goulter, Tom (2011-11-24). "What's behind Skyrim's invisible walls? All of Tamriel, apparently". GamesRadar. Retrieved 2014-11-18.
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