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

Small levels are there due to developers being too lazy to create a game that has a fairly large map, that gives you an objective to complete, and then let's you do it as you see fit while still being challenging.

This would require developers to actually tactically analyse each mission to decide where to place the bad guys so that however you try to storm the objective you still have a challenge, as opposed to just forcing you down a single path of endlessly respawning bad guys who are trigger activated rather than being controlled by proper AI.
 
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