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Concept »
Be it an “unopenable” door, a sprawling fence, a sudden outcropping of land, an ocean, a cliff (often a deadly ocean/cliff combo,) a broken-down car, an “invisible wall,” or large trees; barriers in video games manifest themselves in a variety of forms (physical and otherwise).
When stuff that always used to work suddenly break down when you need it the most and you either have to fix it or find another way around.
An imaginary boundary in the game world that limits player movement to a specific area. They are often criticized as a poor component of level design, when an actual wall or other visible boundary could have been used to delineate a game's playing field.
It's the designer's go-to guy. If they want to steer a player in a given direction they'll lock an in game door and force the player to find a way to either unlock it or find an alternate route.
A cousin to the invisible wall. Unclimbable hills are used to enclose a playable area. Unlike the invisible wall, it provides some context. They are frequntly used in large open world games to enclose a large area. Players may be able to climb a portion of the hill.
A viewable map that displays the entire game world. The map also usually shows the player's location in the world.
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