Why do they still use those ANNOYING invisible walls in some new games?!

Soldato
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Games like CODBLOPS, Medal of Honor etc are good fun to play and have tons of eye candy to let us release our inner wannabe warrior.

But what still gets to me is this craze for the DIW (Dreaded Invisible Wall). I mean we all know the COD series is known for this because they want to channel you through a specific path to reach scripted trigger points etc. - end result you feel like you are on a conveyor belt.

:rolleyes:

I think this a real pity because the maps in those kinds of games are really good looking. Remember the favelas in COD4 for example. It would have been SO nice to run around all over that map!

Im not saying every game has to be an immense Fallout-3 style free-roamer. But I wish at least that these nice maps got rid of the DIWs or at least *moved them far far away* from the main path to give you at least a little choice in how to proceed.

I guess a good example of this is Stalker:SSOC. Its not a 100% free-roamer but do you remember how you COULD scurry around *almost* anywhere. This would be a good compromise.

Because right now we are faced with silly situations where youre this tooled up SAS dude who cant hop over a little fence to take a better route to take out that annoying sniper.

:confused:

I hope they stop this habit it really wrecks a good game (well for me at least). What do you lot think?
 
I hated the Favelas in MW2 with a passion i've never felt for a game before, the lack of lean in MW2 made it completely impossible to complete it without dying 300 times.

I do hate the invisible walls, I mean they could just build it so that there's never a chance of getting through, like a massive wall, instead of building a tiny wall you could step over usually, but can't because there is an invisible wall.
 
the lack of lean in MW2 made it completely impossible to complete it without dying 300 times.

I totally and utterly agree with that. I know the production values are really good but the COD series to me are basically interactive action movies. Ive never seen them as "shooters". (Apart form the MP of course)
 
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L4D2 crippled the hunter somewhat when compared to L4D due to invisible walls limiting potential high pouncing spots.
 
Fast paced run and gun shooter games like the cod and moh series are suited to tight spaces imho, but there is peak and lean in moh which is fun, and in moh and codblops there is the occasional long range take down shots. The best PC military shooter that has it all imho is Bohemia Interactive's ArmA series. These latest military shooters don't come close to BI's work, you got it all and an editor. Long live Bohemia Interactive, i just hope they never go down the console game development route.
 
because if you get through these walls theres often a black hole beneath or nothing else. or bland back ground. a lot of these walls can be glitched and got out of if you practice or find certain spots.

you can sometimes sit on them walk on them run round on them . try some cod 4 jumps or see codjumpers or something similar.

http://www.youtube.com/watch?v=HR1SSmP5-ns stuff like that used to make me laugh in promod :D

me and other guy sitting there only one left he just flys off into sky :p
 
L4D2 crippled the hunter somewhat when compared to L4D due to invisible walls limiting potential high pouncing spots.

tbh l4d crippled the hunter loads with invisible walls it was only the promaps 90% of servers ran that changed that.
 
your obv missing the point of why they exist, sure their an aggressive way to solve a problem but what do you expect the developers to do? let you clip behind existing geometry? or should they spend all that production money on building huge parts of a map for no gameplay purpose
 
your obv missing the point of why they exist, sure their an aggressive way to solve a problem but what do you expect the developers to do? let you clip behind existing geometry? or should they spend all that production money on building huge parts of a map for no gameplay purpose

Or you know do some proper level design and make realistic obstacles, like a house or a burning road block rather than a 1 foot high ledge with a invisible wall on it.
 
For the same reason people put mirrors in small rooms. it creates the illusion of space of course it's possibly better than having a big wall/rock/canyon.
 
No Im not saying let us clip behind geometry - just to push them much further out at least. What Im getting at is the tragedy of some really nice maps - but you are on this narrow railway line cutting right through it - yet you can look at the surrounding scenery and youre dying to check it out - but cant.

Again I mention SSOC because that game showed how to properly implement the DIW. In fact you hardly notice they are there even!
 
Im not saying every game has to be an immense Fallout-3 style free-roamer. But I wish at least that these nice maps got rid of the DIWs or at least *moved them far far away* from the main path to give you at least a little choice in how to proceed.

Fallout: New Vegas is terrible for invisible walls. I don't know why because Fallout 3 didn't seem to have any. I hate having to walk MILES around a cliff because there's there's an invisible wall to prevent me jumping up it.
 
Where possible, if the devs can throw in something that can't be surmounted like a higher wall, rocky areas etc then that is fine. Otherwise I take the point about not being able to jump over a one foot high obstacle. Leaving the design with nothing to suggest why you can't proceed any further is not a good move imo. It more than likely wouldn't stop me buying a game but it would be a nice addition if these 'loose ends' were tied up a little better.

However, if I am really enjoying a game that has many plus points that outway the negatives then I tend to be a lot more forgiving. For example in SOC there are plenty of fences which block your way from continuing in a particular direction; that doesn't really bother me since although one would expect to be able to vault over it, you'd probably wouldn't get far due to high radiaton levels anyway.

It's when a game leads me to feel that it's somewhat 'average or below average at best', that's when the downsides can start to accumulate in my mind.
 
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Games new and old have invisible walls, you really cant go anywhere you please.

A sandbox is still a box, there are limits. Look at Oblivion or fallout when you reach the edges.
 
Fallout: New Vegas is terrible for invisible walls

:( Oh no! Didnt know that..

A sandbox is still a box, there are limits. Look at Oblivion or fallout when you reach the edges.

I hear ya...what Im sayin is not to let us go to the very edge of the map but to "widen the path"

Right now youre channeled through some cool scenery on a narrow path bounded by invisible walls.

|---------|
|---------|
|---------|
|---You--|
|---------|
|---------|

Make em a bit wider and you got more to explore and more options. Will make the most of some of the cool maps out there.

|---------------------------------------|
|---------------------------------------|
|---------------------------------------|
|------------------You-----------------|
|---------------------------------------|
|---------------------------------------|
|---------------------------------------|

Having said that I know theres a mod for Oblivion that removes all the invisible walls. Although it has to be said - nothing to be seen beyond them!
 
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Most notable experience I had with this recently was in BFBC2 Singleplayer. It was so guided it felt like an arcade gun-game on tracks. What made it worse were scripted events where enemies popped up/appeared, only when you moved along the tracks out of cover, meaning you had to trigger the enemy spawns then run back quickly to the previous cover before you got shot. Needless to say, I quickly forgot about the single player.
 
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