In life, when I see an obstacle thats perfectly within my ability to overcome but my destination is on the other side, a ledge or a nest of rocks for example, I overcome it, I scramble up and over it. I dont think Ill have to exert myself to clear that hazard; I must find a way around it that allows me to walk. Why would I? But then so often, thats exactly what happens in a video game. Youll be wandering around a level, only to find that theres a ledge you cant step up, a gap between some rock that you cant walk between, or your way is inexplicably blocked by easily climbable crates. Why? Because the path has been rendered off limits by sub-par game design; allowing you to scramble over it would require further programming and animation, and would effectively shorten the length of the level. So, in the interest of a longer level, you have to force yourself to believe that the character youre controlling couldnt overcome said obstacle. Often even more frustratingly, your objective is directly on the other side (which is why you tried to clear it in the first place), and youre forced to walk all the way around the map to reach it when in reality, it should have taken you two seconds. In short, its poor level design. Weve been spoiled enough by titles like GTA, Assassins Creed or Skyrim, games that allow you to travel almost anywhere to demand better than this and usually you can tell the standard of the game immediately by how it presents its character limitations. You can go anywhere at any time? Great Im in. You cant climb over a medium sized rock? I think Ill wait until its £5 second hand. These are limitations from the past, when extra code and animation just werent feasible. It was forgivable back then, but now, theres just no place for it. Offenders: Green Lantern: Rise of the Manhunters, Final Fantasy XIII, God of War