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Freedom: Visible invisible walls

7:30 PM on 07.13.2011   |   Telephis

Freedom: Visible invisible walls photo
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[Keep writing your Digital Distribution blogs for this week's Bloggers Wanted topic -- you can still write them all the way up until the new topic is posted next Monday. While you're working on those, I'm still promoting blogs from last week's topic on freedom. Today, Telephis discusses the physical borders and boundaries in game worlds. Want to see your own blog on the front page? Write a blog about Digital Distribution, and it just might get promoted next week! -- JRo]

Invisible walls are something every gamer is familiar with. Beautiful vistas can often be misleading due to forced enclosures. Nothing limits freedom more than being shown an area or point of interest, only to have the game physically push you back from it.

Anyone who has ever used noclip knows that they are placed because, simply, they need to be there. If a player goes beyond the confines of the play area, they are met with horrible looking renders and see-through maps. It's like when your favourite fem-bot gets chipped, and you can see the steel skeleton and wires underneath the sexy female exterior. You know what I'm talking about. Not something you want to see. It reminds you that you are playing around in a computer simulation prone to errors, and not a fantasy medieval fairy land of magical wonder. Of course, if you are cheating in the first place, that removes you a bit from it already, but glitches have been known to occur where innocent players 'fall through the world'. It's probably more common than you think.

How do you present the game world as a massive expansion of territory, as far as the eye (camera) can see? This certainly is a game design challenge not to be taken lightly. Invisible walls, then, are the easy way out. If I am on a beach, and I can look out into the water to the horizon, and then providing water doesn't kill me, I should be able to swim as far as I want to. That is, without an artificial barrier in the form of an invisible wall. Most players who would swim out into nothingness instead of pressing on in their quest do so for one reason - to see what will happen. Will I discover a new area, perhaps an island? What distance can I swim out to? Better check.

A big part of freedom is about exploration, and testing limits. Obviously, there have to be limits, like not being able to go in 99% of buildings in the GTA series. Whether it would be just too much work for the devs, or not make sense in the context of the narrative, restrictive player placement is just part of the game. What is unrestrictive, however, is the method of confinement. Invisible walls, to me, scream lazy, and takes away from the game world I am in. In some cases it would be very easy to add a barrier that makes sense and is effective while not breaking immersion.

Who remembers Snacker the shark from Banjo-Kazooie? Talk about effective. And terrifying. Every time you go in the water, that ominous music begins and you know, soon, Snacker will be upon you. I was never scared of horror movies when I was younger, but boy was I scared of Snacker. Even if there were invisible walls way off-shore, I would never know, because this shark was super effective and not letting me near them. In fact, I spent as little time in the water as I could. Not only did it make sense for there to be a shark in the water that would chomp your little bear legs off, it was a much more interactive and fun way to keep players confined, and added a whole new element to that gem of a level, Treasure Trove Cove (remember the music in that game? Golden.).

Swimming out to sea? Yeah, right.

Barriers can be non-interactive as well. World of Warcraft comes to mind, maybe because I spent many years sucked into its world and many of those hours (days?) were spent trying to get to places I shouldn't have been, like getting to the Ironforge airport in vanilla WoW. Most of the invisible wall type blockades are in the form of impassable mountain ranges, which are not only effective but look damn cool. The zones in WoW, no matter what you think of the game, are superbly designed in that you are free and encouraged to explore, with small rewards (cool scenery, hidden NPC's) in hard to reach areas. You never feel confined, although it is very clear where you can and can not travel. Cliff too steep to get to that hut? Find another way around - chances are, there is one.

Some games tackle this with timed out-of-area deaths. I have been playing some Battlefield 1943 recently and it is implemented here, as evident when you try to fly a plane to the mainland. Pro tip - doesn't work. You are labelled as a deserter / coward and a timer appears, if you do not turn back before it gets to zero, you die. This is effective in keeping players and the action where it is supposed to be, but what makes you die or explode if you are in a plane? It would feel a lot more free if there were anti-aircraft turrets or the like lining the play area. Instead of 'YOU CAN'T!', it turns into 'Sure, you CAN, but why?'.

Novel ways of obstruction are almost a reward for trying to push your freedom as a player to its limits. When it comes down to it, you are doing something you are not 'supposed' to do by trying to leave where you are not meant to leave. When you hit an invisible wall, it feels like a punishment. Nothing cool happens, you can't explore further, and no explanation is offered. Some developers add a short fence with their wall, but in games where you can clearly jump much higher than the fence it is almost like an insult to the player character. I know I have spent many minutes trying to jump over fences or other barriers only to realize, even though I am jumping 5 feet over the top, it absolutely will not let me that way.

The opposite is when something does happen, as in the examples previously mentioned. They feel like a reward, put in by clever devs. 'A-ha', they are telling you, 'We knew you would want to go this way - we don't blame you! Alas, you can't right now, and here is why'. The reward feeling comes down to the most basic cause and effect incentive system for game players - what happens if I do this? Oh, cool! Is it fun to spend 10 minutes swimming out to the horizon to be stuck against a wall in the middle of it, like Jim Carrey in The Truman Show? No. Is it fun to meet a creative barrier out there, such as a massive shark (or a disembodied voice telling you that you are being watched and protected in the confines of the area)? Definitely yes, as it seems like those things are put in just for you, the intrepid explorer and boundary pusher extraordinaire.








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36 comments | showing # 1 to 36
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taterchimp's Avatar - Comment posted on 07/07/2011 19:32
taterchimp
My favorite invisible wall is in Minecraft, when the games map is too large the practically run.
knutaf's Avatar - Comment posted on 07/08/2011 14:45
knutaf
Fable was an especially egregious offense with respect to invisible walls. There's this tiny fence, and for some reason, I'm thwarted by it. What is up with that? This blog was a nice reminder about these artificial things.
naveenwf's Avatar - Comment posted on 07/08/2011 15:09
naveenwf
Yeah wow was awesome. One giant world with no loading screens. How many days I've lost to the mmo monster. I weep.
Mr Andy Dixon's Avatar - Comment posted on 07/08/2011 15:14
Mr Andy Dixon
I always enjoy it when the developer takes the time to add something more than just an invisible barrier. The Banjo Kazooie example is a great one :)

Thanks!
~JnRx Teh Jokester~'s Avatar - Comment posted on 07/13/2011 19:35
~JnRx Teh Jokester~
"It's like when your favourite fem-bot gets chipped, and you can see the steel skeleton and wires underneath the sexy female exterior."

I know this feeling all too well my friend....I was playing Beyond Good and Evil Demo the other day...and I look through Jade's head and I just saw eyes and teeth :'[

I still fapped to her...but still...
chadboban's Avatar - Comment posted on 07/13/2011 19:37
chadboban
Xenoblade is huge and doesn't contain invisible walls. Score 1 for europe, screw you Nintendo of America.
VGFreak1225's Avatar - Comment posted on 07/13/2011 19:46
VGFreak1225
Assassin's Creed sort of does that with the areas that will desynchronize you, but at least it makes sense within the story. You're reliving the memory of your ancestor, so doing something he wouldn't is established as a fail state.

I'm also reminded of some of the walls in Team Fortress 2. Valve mentioned that they had stuff like barriers that were 2 feet high because the world the game takes place in is so exaggerated that it makes sense within that world that the player wouldn't question why they couldn't go further. It was just part of the game's logic.
32BitSin's Avatar - Comment posted on 07/13/2011 19:46
32BitSin
AGREED! Agreed so hard. If/when I make a vidya game, I'm totally making the world fully explorable but the barrier would be natural and super natural. ;)
Felipe Choque's Avatar - Comment posted on 07/13/2011 19:59
Felipe Choque
YES. i was just raging about that when playing Darksiders, and MAN, i DO hate those "tiny fences" obstructing a character that can destroy cars with his fists.
Telephis's Avatar - Comment posted on 07/13/2011 20:00
Telephis
Thanks for the front page! @vgfreak very true, I never feel trapped in Valve's levels, their prop placement make good barriers that feel totally natural.
Tarvu's Avatar - Comment posted on 07/13/2011 20:13
Tarvu
Heh, I always think of the differences between Halo 2 and Halo 3 when it comes to invisible walls. Halo 2 had none, or few you could not easily bypass and so most levels could be fully explored and I found that fun at the time. Halo 3 was over saturated with them and had several in places that simply should not be considered off-limits, which did more than simply put a halter on bored exploration but really killed the immersion whenever you'd hit one when you're trying to just play the damn game.
Faux Furry's Avatar - Comment posted on 07/13/2011 20:14
Faux Furry
The older Final Fantasy games didn't have invisible walls, now Final Fantasy XIII all essentially takes place in a narrow tunnel with a faint light at the end.
It seems that the more advanced technology becomes, the less Freedom we have.

I just wanted to say something like that on a thread remotely related to Freedom no matter how hyperbolic or outright nonsensical it is to do so and an article about invisible walls was as good a place as any!

Invisible Walls are most galling in games where the player is controlling a deity of some sort.

Kratos can rip the head right off of the neck of the god of the sun yet he can't break a little wind or whatever he needs to do to alter his course. Maybe there is no deviation from the path of Vengeance?

Thinking of solar deities, Okami got around the problem of Invisible Walls but by giving the player control over a stripped down avatar of the Sun Goddess who can not enter areas too severely afflicted with curses ar surrounded by deep waters.


There's something about the inability to exercise one's absolute freedom of movement while playing a god that comes across a more than a mite blasphemous, I'd say.
TJF588's Avatar - Comment posted on 07/13/2011 20:14
TJF588
thatgamecompany seems to like using wind. In Flower, you're swept back the way you came when you start flying too far out. In Journey, you not only stop moving forward with your steps, but you'll be actively blown off your feet, "dodge rolling" over until you give up and go back.
Azzurus's Avatar - Comment posted on 07/13/2011 20:39
Azzurus
Great article! I definitely second your WoW statements. I enjoyed exploring that world more than actually doing quests or leveling up. There were just so many easter eggs hidden away in those mountains.
fulldamage's Avatar - Comment posted on 07/13/2011 20:51
fulldamage
Great post! And I agree - it's a cardinal sin to show the player something that looks appealing, like a pretty horizon or an island in the distance - and then "invisible wall" them when they try to reach for it. It's discouraging, and immediately makes you less excited to explore and less excited about things in general.

There are some situations in which it's problematic, of course - for example in Fallout, the map is representative of real world locations - they can't just encase the entire area in random mountains and water. But ideally, the goal should be to come up with some system to block the player off from certain areas that makes sense within the game world and doesn't confuse or disappoint the player when they run into it.
king kong five's Avatar - Comment posted on 07/13/2011 20:54
king kong five
Great write-up!

One way to get around the invisible walls problem altogether is to place your game world on a globe. This isn't just applicable to games like Cilization; as previously mentioned, the older Final Fantasy games had spherical world maps that were tons of fun to explore (just thinking about it gives me all kinds of good feelings). Super Mario Galaxy also avoided the invisible wall problem with its use of spherical worlds.
braulio09's Avatar - Comment posted on 07/13/2011 20:55
braulio09
I seem to remember Donkey Kong 64 doing something like Banjo Kazooie but I may be wrong.
Epic-Kx's Avatar - Comment posted on 07/13/2011 21:07
Epic-Kx
Spyro the Dragon's invisible walls were really cool, mainly because if you glide + dragon charge into them, you can be sent skyrocketing across the level.
Baines's Avatar - Comment posted on 07/13/2011 22:26
Baines
The world of Fallout has plenty of potential logic for invisible walls, as long as the game developers would take the time to think about it.

That is one of the bigger problems with invisible walls, that some developers just don't seem to care. They take baseless invisible walls as a given, or even as a requirement as they focus on better graphics and "realistic" worlds. And next thing you know, you find yourself playing a game where your character is inside a wide open mansion with no "realistic" travel restrictions, but can only follow a glowing dotted yellow line to the next event.
Kaden101's Avatar - Comment posted on 07/13/2011 23:52
Kaden101
Fallout 3 used giant piles of rubble to good effect most of the time. I didn't feel like the invisible walls were that invasive.

Both Infamous games got it right. Make your main man allergic to water, & stick him on an island. You ain't going nowhere, but at least you know why.
chiptoon's Avatar - Comment posted on 07/14/2011 01:06
chiptoon
great blog - thanks!
marsta systom's Avatar - Comment posted on 07/14/2011 03:27
marsta systom
Borderlands had the turrets that would destroy you if you tried to explore too far. Much better than invisible walls
Jay Me's Avatar - Comment posted on 07/14/2011 04:14
Jay Me
L.A. Noire had invisible walls to prevent you accessing what I can only guess were dangerous house porches.
Enzi's Avatar - Comment posted on 07/14/2011 04:51
Enzi
Great post.

I fucking hate invisible walls and the unreal engine powered games are full of this shit.
Mechman's Avatar - Comment posted on 07/14/2011 05:25
Mechman
Tribes had no walls, just endless vast wastelands. It repeated the main map, but without any players or spawnpoints, so it ran on forever empty.
Johnny Justice's Avatar - Comment posted on 07/14/2011 06:42
Johnny Justice
Motorcross Madness' invisible walls were fun.
There were steep cliffs which you could scale, if you tried hard enough.

When you did, the game allows you to travel a tiny distance before firing your rider like a human cannonball in the opposite direction.
crazy turtle1234's Avatar - Comment posted on 07/14/2011 07:17
crazy turtle1234
You guys should really check out Gothic 2. Its essentially a giant open world with no loading times, and you can go inside any building without loading times as well, its all part of the same map. I'm not sure if there were invisible walls in that game, but I'm pretty sure they just put impassable mountain ranges and stuff.
Dr-Peace's Avatar - Comment posted on 07/14/2011 07:43
Dr-Peace
I completely agree, offering players that all important CONTEXT on why they can't proceed should be at the forefront of the design of a good world.

Banjo-Kazooie and Snacker being an excellent example.

Crysis also used that Great White shark idea if you tried to swim, and just plain blew you out the water with battleships if you tried to use a speedboat. Needless to say I appreciated the effort, and all the Youtube videos out there of Crysis shark attacks are testament to the importance of said effort.


Fallout 3's invisible walls were TERRIBLE. The game literally just says 'TURN BACK' when you reach the edge of the map and offers NO reason for doing so. Why couldn't they just put some deadly radiation (like there were in other parts of the game) there to kill the player if they ventured too far? It was a HUGE slap in the face from what had been a very detailed world before that point.
PK493's Avatar - Comment posted on 07/14/2011 07:43
PK493
On my MX vs ATV game, I remember just driving straight forever, until I got to just about the edge when I would be sent skyrocketing across half of the map. I used to enjoy that more than the racing.

I even hooked it up so I bounced off three walls. It was awesome.

Better than just stopping. And reversing slowly.
Gamer-e's Avatar - Comment posted on 07/14/2011 10:22
Gamer-e
@Faux Furry Erm, in Okami, I wouldn't count the cursed zones as a substitute for these types of invisible barriers because you're actively getting rid of said barriers throughout the game, so they aren't permanently preventing you from exploring certain areas. Plus, you're always forced onto a specific path that leads to the destruction of the curse zone whenever you get to an area with one rather than attempting to find multiple routes around them.

As for water, you'd have a point about that if not for the various methods of traversing water without swimming. In Ryoshima, if you venture out too far, be it by using Water Lily (and possibly Galestorm), riding on Orca, or by running on the water with the Water Tablet equipped, you're going to eventually hit a wall.
fetusmilk's Avatar - Comment posted on 07/14/2011 11:01
fetusmilk
like how in just cause 2 you get attacked if you leave the area. i think same with mercenaries.

@Johnny Justice oh man i loved doing that!
Jay Me's Avatar - Comment posted on 07/14/2011 11:47
Jay Me
I loved the system they used in San Andreas to stop you from leaving los santos too early. It wasn't particularly clever but it was fun seeing how much of the map you could see before the Army blew you up. You could also fly out to sea but for some reason you never made it to Liberty City like in the mission 'Saint Marks Bistro'. Imagine if in the next GTA game you fly out to sea & after awhile it says "Insert GTA IV or EFLC Disc" & then you could free roam Liberty City as the new protagonist. I think you would need a hard drive for that to work.
The Sama's Avatar - Comment posted on 07/14/2011 14:44
The Sama
Assassin's Creed impressed me with it's subversion of this, playing the invisible walls straight but spinning them as the Animus/memory zone deal. Nice.

I find Battlefield:BC really annoying in campaign though. "You're heading into enemy artillery range!" Ok, fine, but not when the artillery range is a little spur that happens to follow the curve of this river/road/whatever you want me to follow.... not to mention the range magically shortening every time you complete an objective... weak, devs!
Duad's Avatar - Comment posted on 07/14/2011 14:59
Duad
I have spent many many hours trying to walljump up to places that i was clearly not supposed to be in WoW, and getting there to find a whole new world, like the huge semi developed boxy fucked up looking landscape above stratholme or the edge of the world along the sea by the blood elf area, or the glitched AQ bring a whole new sense of adventure and exploration and fun to the game.

Sadly, now that you can fly everywhere, they've taken out any sort of challenge to get places or need for exploration. (also they cleaned up the world so there aren't any more cool glitched places to find anymore).
Corduroy Turtle's Avatar - Comment posted on 07/17/2011 05:29
Corduroy Turtle
Great spin on this topic and congrats on getting front paged! I would have missed this otherwise!
bstdong's Avatar - Comment posted on 07/19/2011 05:06
bstdong
like how in just cause 2 you get attacked if you leave the area. i think same with mercenaries. sac hermes occasionBetter than just stopping. And reversing slowly.
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