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What's worse, an open world game with invisible walls/boundaries
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What's worse, an open world game with invisible walls/boundaries or one set in a crater surrounded by vertical cliffs/walls?
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Crater is worse. TW3 felt more alive to me than any other, I like big open worlds divided into separate regions.
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>>322514745
Is a crater worse than an island?
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>>322514745

Crater. Endless randomly generated desert would be cool though
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A small planet, like Fary Cry 1.

>tfw seeing it for the first time
>realizing that's the whole world and he will never get out of it
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>>322514745
>tfw scaling the cliffs at the edges of the maps in motocross madness
>tfw get launched miles back when you drive far enough along them
I always enjoyed that. But it'd make more sense to have those than invisible walls. At least it'd feel somewhat realistic.
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>>322514745
I'm more into the idea of boundaries. I really like how GTA has the shark.
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>>322514745

Boundaries are fine, if the game is well designed you shouldn't have any reason to go near the maps edge, unless you're purposely exploring everything.

>mfw trying really fucking hard to get to the big tree in the Witcher 3, turns out its a main quest area later on

Well fuck me.
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>get to end of map
>it doesn't stop me from going past it
>instead it makes sure you will die if you go too far
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>>322515776
memelands
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>game has invisible walls
>they get accidentally removed by some mod
>start walking in one direction
>just outside the original map boundary, things looks normal
>trees and grass spawn like usual
>keep going
>trees and foliage thin
>ground texture replaced with a small, tiled image
>landscape stretches endlessly ahead of you
>keep walking
>land is barren now
>game music has stopped completely
>keep going
>terrain becomes more extreme, huge cliffs and impossibly high mountains
>keep walking
>finally exit the skybox
>still light enough to see, but the sky is pitch black before you
>keep walking
>terrain suddenly flattens again
>you don't even appear on the map anymore
>featureless terrain makes you rely on your compass to keep heading in your original direction
>keep going
>finally you see something in the distance
>looks like some sort of house or building
>light from the inside, could someone be there?!
>start to run towards it
>it's a normal looking house, door's unlocked
>head inside
>walls are covered with these horrifying paintings
>look like normal game enemies. But covered in blood and gore. Their faces twisted in a grotesque expression of pain or possibly horror
>house is empty, no furniture
>just a small lamp on the floor with a piece of paper next to it
>pick up the paper
>it's a note signed by the developers
>it just says "I hope you like the windows in this house"
>exit reading menu
>game crashes to the desktop
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>>322515242
holy shit nostalgia

I used to spend hours doing that
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>>322517335
What game
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>>322515242
I think I played this one time ever at a supermarket and I remember doing that
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>>322515776
serious sam
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>>322517335
2spooky4me
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>>322517335
Fake
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>>322517335
I wish
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>>322517979

Imaginarium 2 downgraded to patch 2.66
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>>322514745
Invisible walls are the worst. A physical barrier of some kind can help maintain the immersive setting. You never hear NPCs talking about the invisible walls, but they might mention how you're stuck behind an electric fence or something. Big MT was a good example of this in Fallout New Vegas. It's much better to have your vision fuzz up and teleport back inside the barrier than just say "You can't go that way".

I always like things where an enemy tries to kill you at a certain point. Like the lurker shark or robot in the Jak & Daxter games. I especially liked those huge laser-shooting towers on Halo 3's Sandbox.
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>>322514745
>2015
>invisible walls
console peasants everyone
>>
>>322519298
>no PC game has ever had invisible walls
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>>322514745
What if we surround it with infinite crevices where if you fall down you die forever?
Thread replies: 23
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