Doh, I was going to quote the same comic.Crushed said:http://hlcomic.com/comics/concerned172.jpg
Hey, I think I've actually played that, on my neighbor's computer back in the day. I did that over and over and I think he started to get annoyed with me. It was just so much fun!navanman said:
I've never had something that bad but in general I want more open games. I always end up finding doors painted on walls. If I am in an office building looking for terrorists I want a full office building.Prime crotch said:Ever faced a boundary in a video game that you just couldn't accept? For example some like in Silent Hill 4, where Henry never tries to break the windows of his room to get out, I just accept them and don't bother me that much. But others like in Disaster Report, where the character couldn't grab a freaking water bottle, that's sitting on a stand right in front of him having to go to behind it to get it, just get on my nerves.
HL2 doesn't just do it to avoid building extra stuff. In fact, they build extra stuff and make you run through it by locking a door. At the end of innumerable enemies, you've finally made it the very long way around to the other side of the doorway you wanted to walk through in the first place.YYZ said:It's a necessary evil otherwise you'd have to build an entire world/universe for every game or have some ridiculous explanation that would break the immersion or be even more dumb than something arbitrary like invisible walls.
Mojovonio said:If you guys ever played ATV: Offroad Fury, then you know that game has the worst invisible wall ever.
Its an open environment, and then suddenly you hit an ivisible wall AND IT LAUNCHES YOU HUNDEREDS OF FEET AWAY.
It was awesome.
Not really. You just need to build sensible barriers. You don't need to make the world bigger. You just need to ensure that the edges make sense.YYZ said:It's a necessary evil otherwise you'd have to build an entire world/universe for every game or have some ridiculous explanation that would break the immersion or be even more dumb than something arbitrary like invisible walls.
It could be a reinforced metal door or there's some toxic goo that spilled over there so you can't go there or that wall has traps on it so you can't climb over it.
TEH-CJ said:I'm guessing its just limitations of the hardware preventing you to explore any further?
:lolMojovonio said:I noticed this in Lost.
You spend most of the game going through dense jungle foliage, then a small bush will block you from going further on the beach then the designers wanted you to.
Xdrive05 said:What games have done this well though?
Off the top of my head there's the Halo games. The outdoor environs border you off with either water or a cliff.
Riiiiiiiiiiiiiiiiiiiiight.sprocket said:What these guys want is games full of walls and no aesthetics. or a bunch of confusing rooms with no purpose.
Ranger X said:People want a game but they don't want the rules that automatically comes with it.
That's the videogames "realism" paradox. It will ALWAYS be there guys up until our only gaming will be to plug our brain into the Matrix.
Personally i like videoGAMES and i pretty much always understand their limits and i don't really care. I agree there are some games that are cheap into trying to make those limits subtle though.
sprocket said:No its design choices. too point the player in the direction the devs want him to go. It easier to control a gamers experience that way.
What these guys want is games full of walls and no aesthetics. or a bunch of confusing rooms with no purpose.
sprocket said:No its design choices. too point the player in the direction the devs want him to go. It easier to control a gamers experience that way.
What these guys want is games full of walls and no aesthetics. or a bunch of confusing rooms with no purpose.
Yeah, Crysis limits you through its own unique methods that require a lot of travel to encounter. If you swim too far out, for instance, you may be eaten by a shark or taken out by a patrolling helicopter. As far as land is concerned, they limit you through incredibly steep terrain at points that you would logically be unable to climb without gear. Of course, that sort of environment lends itself to such things.Haunted One said:So many FPS have this problem, it's become a kind of staple that too few people are challenging nowadays. "Ah, that door doesn't have a 3D modeled handle, so I probably can't open it. I need to find the one that's modeled and textured properly." It's a problem in games that try to immerse you in the experience, as it totally takes you out of the game world.
And don't even get me started on 99,9% of all RPGs.
Far Cry and Crysis are prime examples for this issue handled right. 100% consistency and the chance of you bouncing into an invisible wall unvoluntarily are pretty much zero.
What? I can recall at least three separate threads where this criticism has come up and one other solely focused on the issue.plagiarize said:no one ever complains about the health kit that can repair bullet wounds by being stood on, for example.
Mike Works said:i think there shouldn't be any boundaries at all in any games- no walls, no fences, no locked doors
instead, no matter what the setting, be it on an island, or in a city, or on the moon, or in a space station... there should be either an ocean or a large moat surrounding the level
you can jump in the water if you want, but there are great white sharks in the water
you give me a game with a locked door, and i'll try to shoot it open. you give me a game with a fence, i'll try to climb it. you give me a game with a wall, and i'll try to jump over it.
you give me a game with shark infested waters, i will stick to your god damn linear game path like motherfucking glue.
fucking banjo kazooie
What can you do in a game like GTAIV? Make it another island? Barricades? Everything will still be arbitrary and bug some people.Slavik81 said:Not really. You just need to build sensible barriers. You don't need to make the world bigger. You just need to ensure that the edges make sense.
Except they are consistent and do not take you out of the game world. aka a job well done.Esperado said:Its the same thing as invisible walls.
Haunted One said:Except they are consistent and do not take you out of the game world. aka a job well done.
so true... so true..PnCIa said:There was this cool moment when i felt like a great discoverer, but Oblivion told me that i can´t go that way...