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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).
A dead end is when a path or road is blocked off, whether intentionally or accidently, and players are forced to turn around.
A creative way to prevent the player from accessing a certain area, or from leaving the map by swimming or running too far.
The ability for the player to become unseen, from basic camouflage to fully vanishing from sight.
An invisible enemy is an antagonist that cannot be seen under normal circumstances. Sometimes these enemies are only temporarily invisible or can be made visible somehow.
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.
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In some of the older platforming games, the protagonist had no choice but to advance.
Quick Time Events show up in all sorts of games as an attempt to make cutscenes interactive. Press the buttons displayed on-screen before time runs out, or else.
A location where the player character is relatively assured to avoid patterns of incoming fire or enemy movement.
The ability to complete sections of a game out of the intended order (or to skip them entirely) through skill and knowledge of the game.
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.
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