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zoodoo

Member
Oct 26, 2017
12,734
Montreal
Why do games still have those warnings? I think it really takes away immersion. I know it's better than invisible wall but still feels weird and out of place. I prefer when they come with an excuse that makes sense in the world you are playing. Some games use a small cut scene to force you back on track and I am ok with that.

What are your views on that?
 
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Hollywood Pescado

Self-requested ban
Banned
Apr 28, 2018
305
It doesn't bother me.

It sometimes comes in handy. I can get lost pretty quickly in games, so those warnings can really help if I'm going in the wrong direction or too far.
 

Soulflarz

Member
Oct 25, 2017
2,803
The cutscenes just as bad and hard boundaries are probs just better with a color that fades in when you get close or whatever. The cutscenes are AWFUL because if you keep hitting the wall it wastes your time.
 

DocSeuss

Member
Oct 25, 2017
1,784
okay so back in the day, all the gamers whined because you either had: closed off road, ocean, or cliff

and now you want them to go back to that because you don't like WARNING U ARE LEAVIN THE MISSION AREA???

gamers, smdh, they are so hard to please
 

Lost

Banned
Oct 25, 2017
3,108
I feel like it's bad game design.

Why can there be a fence/river/cliff/mountain there or something?

The only game it's ever really mad sense In is CoD4 when you would enter high radiation zones in All Ghillied Up.
 

Dr.Ifto

Member
Oct 27, 2017
480
Man this helped a ton in Spider-man as I would accidently swing too far out. I dont mind it.
 
Oct 27, 2017
3,297
Why don't they just block you with something? Why leave the area open and prevent me from going there?

Definitely a valid question. I guess with all the different traversal options in the game, they don't want to put up a wall to keep people in when you have bodies of water than can be used like in the submarine map with the water on the right side.
 
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zoodoo

zoodoo

Member
Oct 26, 2017
12,734
Montreal
okay so back in the day, all the gamers whined because you either had: closed off road, ocean, or cliff

and now you want them to go back to that because you don't like WARNING U ARE LEAVIN THE MISSION AREA???

gamers, smdh, they are so hard to please
No
Back then people complained about invisible walls which were awful. Cliff that kill you are still being used and I am ok with that. What bothers me are "open areas" that have a timer and a warning message. Just come up with a excuse to block the path. A vehicle, big rock or anything that makes sense in world.
 

spam musubi

Member
Oct 25, 2017
9,380
It helps game designers limit the scope of missions so that creating and QA testing them is much more feasible. Imagine if you could go anywhere in the world during any mission. You'd have to account for the scripting of NPCs and how they'd react to a random item halfway across the open world of the game. It's just infeasible unless you want your developers to work over 100 hour workweeks.
 

L.O.R.D

Member
Oct 26, 2017
5,684
It was annoying in horizon ZD, it warrens me if i continue they will restart me from the last checkpoint.
 

eXistor

Member
Oct 27, 2017
12,281
It just tells me the game needs better level-design. There's almost never a good reason to have this kind of shit in your game.
 

LewieP

Member
Oct 26, 2017
18,094
I remember how terrible this was in the battlefield 3 campaign. It had many problems, but when you're in a tiny play area, and an obviously advantageous position is unusable because of this shit, it's really unpleasant.

Dead Island was really bad for it too. In an open world game!

Does the far cry series still do it?

I'd at least prefer it if there was a credible narrative conceit to justify it.

Edit:
 

Dan Thunder

Member
Nov 2, 2017
14,020
Never minded it in the AC series as Ubisoft's way of handling it made sense within the story. The most annoying one for me is in Battlefield when you get shot down from a plane and you're miles away from the active part of the map so you're doomed to die!
 
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zoodoo

zoodoo

Member
Oct 26, 2017
12,734
Montreal
It helps game designers limit the scope of missions so that creating and QA testing them is much more feasible. Imagine if you could go anywhere in the world during any mission. You'd have to account for the scripting of NPCs and how they'd react to a random item halfway across the open world of the game. It's just infeasible unless you want your developers to work over 100 hour workweeks.
My point is not to make these areas open but to come up with a better excuse than a "warning message" that feels out of place.
 
Dec 12, 2017
4,652
I don't mind it in an open world as it's better than an invisible wall, but it's absolutely irritating when it happens in small mission area.
 
Oct 27, 2017
15,023
Noticed this a lot recently while I was replaying Shadow of Mordor. For instance, it could be one of those missions where you have to follow someone, and if I saw a herb for example and went more than 10 metres away from the guy I'd get a very brief message and then the mission would be cancelled. Or a mission where I'm supposed to disrupt an orc rally or feast, and if I strayed too far away the mission was almost immediately cancelled. The game don't mess around with keeping you in a specific area when you're doing a mission.
 

Alcohog

Member
Apr 18, 2018
332
I feel like it's bad game design.

Why can there be a fence/river/cliff/mountain there or something?

The only game it's ever really mad sense In is CoD4 when you would enter high radiation zones in All Ghillied Up.

It depends on the context. In an open world game you don't want to abort the mission and go running off doing something else while the game is still in 'mission mode' for that particular mission, so it stands to be reasonable to automatically cancel the mission if you go to far astray but also giving you the option if it was a mistake. That's good design in that case, not bad design.

Your comment seems more suitable for 'invisible walls'.
 

calder

Member
Oct 25, 2017
7,635
I don't see how it's much different at all honestly. I prefer the game just tells me to turn around as I'm leaving the mission area rather than just fail the mission if I go the wrong way without an explicit warning. Especially for games with very limited mission zones like AC: Origins.

I also don't see how coming up with some weird excuse like having your characters loudly thinking "I better stay on my mission!" and stop moving is that much more immersive than a text box on screen that means the exact same thing.
 

Nintendo

Prophet of Regret
Member
Oct 27, 2017
13,367
If you're worried about immersion, trying to leave the mission area in the first place is more immersion breaking than the warning message.
 

TheBeardedOne

Banned
Oct 27, 2017
22,189
Derry
I find it annoying, and it frustrated me when I was recently playing Assassin's Creed Origins. That game has way too many "investigation area" missions to begin with, and they suck.
 

Deleted member 5764

User requested account closure
Banned
Oct 25, 2017
6,574
It depends on the game for me. I didn't mind it at all in Spider-Man (PS4) because the boundaries were quite large and it made sense character-wise. It's when games (open world especially) take an otherwise large area and severely constrict it that I take issue. If you're going to give me this kind of restriction, make it big enough that I won't accidentally bump up against the boundary.
 

Horp

Member
Nov 16, 2017
3,709
I'm likely in the far minority here with this but i prefer the "go where ever you want"-approach. Reach the part of the map thats just an empty quad? Np. End of the world? Np, fall of and die if you want.
Trackmania turbo does this. So deliberating somehow.
 

AnthPerri

Member
Jan 11, 2018
100
I don't mind. I think it's very hard to avoid in an open world, and I actually really appreciate the option of being able to simply leave an area if I don't want to be bothered with whatever mission I've undertaken.

Creating 'reasons' I can't go somewhere usually feel contrived. Like in Spider-Man, you want to cross the bridge because you can see it's an open pathway, they tell you that you can't. I accept that. It feels cleaner to me than some mysterious gas, or alien wreckage or something that would have to great an impact on the world at large. The game becomes about these boundaries, and I'm glad we've moved past that. Good UI can lead to good UX. It plainly states, you can't go there, so you don't waste your time trying to do that, there is no mystery there.
 
Nov 17, 2017
12,864
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Wasn't a huge deal but I'd be lying if I wasn't disappointed when it happened. Of course there needs to be an edge of the map, the game world can't go on forever. I just wish there was some other means of stopping you or at least making the edge very far out that you are unlikely to reach it unless you really try.
 

AnthPerri

Member
Jan 11, 2018
100
1*NgvUckp4l2me145vlofY1g.jpeg


Wasn't a huge deal but I'd be lying if I wasn't disappointed when it happened. Of course there needs to be an edge of the map, the game world can't go on forever. I just wish there was some other means of stopping you or at least making the edge very far out that you are unlikely to reach it unless you really try.
Oh wow, I didn't know this was possible! So strange based on your map location.
 

Bakercat

Member
Oct 27, 2017
10,154
'merica
It bothers me more when it appears right before the mission fails for that reason. Happened to me in Far Cry 5 some where I'm given like a second to stop moving and figure out if I move left or right to not fail the mission. It's infuriating...
 

Zen

The Wise Ones
Member
Nov 1, 2017
9,657
Armored Core does this and in the earlier games it was actually part of the game design, albeit a frustrating one. I think it is antiquated and no longer needs to be there.
 

Dary

Member
Oct 27, 2017
8,408
The English Wilderness
Seeing some crazy tentacle machine god ruins in the mountains at the start of HZD, only for the game to prevent me getting close to and exploring them, pretty much killed the game for me.
 

J-Spot

Member
Oct 27, 2017
1,319
I'm usually never trying to leave a mission area, so this is annoying when I see it because I end up feeling like the mission area should be bigger. It's also annoying in Assassin's Creed Odyssey where they're very transparently trying to prevent you from using the terrain to your advantage in the legendary animal fights.