Even the most open-world experiences in video games must restrict the player in some way. If you could go everywhere right away, what would be the point of progressing? Sometimes a barrier makes sense, like a locked door in need of a key, or a wall too high to climb. More often though, you have to suspend your disbelief and tell yourself that, even though you are skilled enough to replace the batteries in a flashlight without turning it off, slipping in between those trees just isn’t going to work.
Interview with Stephen Russell, Actor for (Nick Valentine, Codsworth, My Handy) in Fallout 4 which is a vast open world role playing game set in the apocalyptic wastes of Boston, the Commonwealth. The career goes further with other Bethesda games from Starfield to Prey to The Elder Scrolls V: Skyrim.
This looks like a great way to play.
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Invisible barriers are the worst!
A PS2 racing game called Splashdown actually has a really funny way of blocking you from going too far off the track.
http://www.youtube.com/watc...
That's a pretty original impassable barrier lol.
Broken or damaged bridges, "Too Dark in/out there", Force of redirection when playing a flying or driving game something forces you to turn around when you go to far.
Don't forget about police tape.
"You cannot go that way."
-Elder Scrolls
I HAAAAAATE that lol. I was playing Oblivion one time, and saw Valenwood (I'm pretty sure it was Valenwood). I had a feeling of joy. So I swim off the dock of Cyrodil and almost, ALMOST get to the shore of Valenwood, and I see that. All that environment...unexplored. :(
Same goes for Skyrim and almost going to Morrowind. But that time it was RIGHT THERE. ARRGGH.
I know I can't travel there, but something in me just says "Maybe this time. I'll just go look."