7. Limitations Need To Be Disguised
Nothing will remove players from an immersive experience quicker than the realisation that the world they're exploring is, in fact, not a world at all, but a limited construct with bounds that cannot be exceeded. It's extremely frustrating when you're walking around an environment in say, a sandbox video game, and you want to proceed to an object in the distance, only for an invisible wall to stop you from doing so; it's among the most arbitrary and lazy ways to stop players from moving forward, and so odd it is that it denies our immersion, reminding us that we are playing a piece of software. Similarly frustrating are segments of games that don't make sense; you might see a room in the distance but be unable to enter it because the developers have not actually rendered the room, and even though you've got a gigantic rocket launcher in your equipment, it will do nothing against this seemingly meagre wall, which is in fact a reinforced bit of code that cannot be destroyed to expose the game's limitations. Developers are getting better at it, but the dreaded invisible wall is still woefully apparent in a lot of games.
Shaun Munro
Contributor
Frequently sleep-deprived film addict and video game obsessive who spends more time than is healthy in darkened London screening rooms. Follow his twitter on @ShaunMunroFilm or e-mail him at shaneo632 [at] gmail.com.
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