EXPLORING PARTS OF THE GAME WORLD YOU WEREN'T MEANT TO GET TO.
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I noticed a bit of a contraindication in my thoughts recently about going out of bounds in games.
In one instance I've been playing Ys VIII: Lacrimosa of Dana which is a wonderful Zelda-esq game and anytime I get the chance to I'll jump around to see if I can reach a spot on the map I shouldn't because although I enjoy the game there is a ton of invisible walls and I can't help but want to explore more and get some extra fun out of the game.
On the other hand I also been playing a game on the Switch called Timothy and the Mysterious Forest. I bought it because it looked like almost exactly like Zelda Link's Awakening but the Timothy game is a huge disappointment and not very fun.
I have gotten beyond the normal game boundaries pretty easily on several occasions. And each time I accomplish that, it just adds to my negative opinion of the game. I think to myself look at this crap game they can't even program walls right.
Its an odd contradiction because if I were able to get out of bounds in Ys, I would probably feel accomplished. And yet when it happens in this other game it annoys me.
I think part of it might be because I expect 2D games to have very solid boundaries and 3D games not so much. So when a 2D game messes it up I judge it more harshly.
But I think the main thing really is just I already disliked the Timothy game so that's why I saw this as a negative.
Whereas getting out of bounds in a game I like seems like fun mischief.
It reminds me though that, in my own RPGmaker game I added a few weird easter eggs in some maps just in case someone found a way to get out of bounds.
So my question is, what do you think about exploring parts of a game map you weren't supposed to get to? Is it a big deal to you if there is some collision errors? And, have you ever put some intentional out of bounds secrets in your games?
In one instance I've been playing Ys VIII: Lacrimosa of Dana which is a wonderful Zelda-esq game and anytime I get the chance to I'll jump around to see if I can reach a spot on the map I shouldn't because although I enjoy the game there is a ton of invisible walls and I can't help but want to explore more and get some extra fun out of the game.
On the other hand I also been playing a game on the Switch called Timothy and the Mysterious Forest. I bought it because it looked like almost exactly like Zelda Link's Awakening but the Timothy game is a huge disappointment and not very fun.
I have gotten beyond the normal game boundaries pretty easily on several occasions. And each time I accomplish that, it just adds to my negative opinion of the game. I think to myself look at this crap game they can't even program walls right.
Its an odd contradiction because if I were able to get out of bounds in Ys, I would probably feel accomplished. And yet when it happens in this other game it annoys me.
I think part of it might be because I expect 2D games to have very solid boundaries and 3D games not so much. So when a 2D game messes it up I judge it more harshly.
But I think the main thing really is just I already disliked the Timothy game so that's why I saw this as a negative.
Whereas getting out of bounds in a game I like seems like fun mischief.
It reminds me though that, in my own RPGmaker game I added a few weird easter eggs in some maps just in case someone found a way to get out of bounds.
So my question is, what do you think about exploring parts of a game map you weren't supposed to get to? Is it a big deal to you if there is some collision errors? And, have you ever put some intentional out of bounds secrets in your games?
I mean, if you go out of the bounds, even in a game you like, you're not finding more content there. Just buggyness. You're not supposed to go out of the bounds... that's why there's no content to find beyond them.
When you make a game, you only allow access to the playable parts. IMO there's should be any way out of the bounds because nothing should exist beyond them. At all. That's not the game...
When you make a game, you only allow access to the playable parts. IMO there's should be any way out of the bounds because nothing should exist beyond them. At all. That's not the game...
Ever seen a Youtube channel called Boundary Break? Sometimes there is stuff beyond the bounds. But with YS VIII for example its not that I want to find some secret thing its more that I want to get on top of a platform that I'm not supposed to and enjoy the view. But as another example, I have gotten to platforms in Zelda Majora's Mask that I was not supposed to be able to by using a glitch. And by getting on top of a wall in clock town that you aren't supposed to climb I was able to get a way better view of certain background buildings that a normal player would never get to appreciate.
When developing in a 3D environment, we I put test areas out of bounds. You can find autolevel ups, weapons, or items if you manage to get out of bounds in the right place.
My favorite out-of-bounds interaction, the one that made me interested in programming to begin with, is outlined in this post. Now, I'll submit that this is not necessarily exploration with the game-world, as RedMask is doing with their examples within the OP. It's more an interaction with how the game deals/reads it's data.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Out of bounds is typically a good place to stash events out of sight during cutscenes or other similar situations. I like Boundary Break since I'm interested in how event placement and other similar problems were solved by pros back in the day and less out of the thrill of exploration. I've felt that way ever since playing Metroid Prime as a kid and accidentally going out of bounds in a place I wasn't supposed to visit yet. Watching Samus fall into a deep aquatic void in morph ball form was too scary for little babby Nova's mind to handle. The one exception to that feeling is finding Ada's shotgun in Leon's campaign in Resident Evil 4, but even that doesn't go far beyond a feeling of "huh, that's neat."
For RPGMaker games, since it's pretty difficult to go off world unless you were really careless with wall collision settings, the only way for players to go off world would be to deliberately make a passageway. I remember Doom Eternal's devs made a comment when reacting to a speedrun that they were interested in adding in little easter eggs specifically for people who go out of bounds in a speedrun. If you do that, though, then technically you're not really entering areas you weren't supposed to enter, which goes against the idea of exploring areas you weren't supposed to.
For RPGMaker games, since it's pretty difficult to go off world unless you were really careless with wall collision settings, the only way for players to go off world would be to deliberately make a passageway. I remember Doom Eternal's devs made a comment when reacting to a speedrun that they were interested in adding in little easter eggs specifically for people who go out of bounds in a speedrun. If you do that, though, then technically you're not really entering areas you weren't supposed to enter, which goes against the idea of exploring areas you weren't supposed to.
The only out of bounds stuff I every enjoyed was in WoW probably because the live MMO nature of it lended itself to breaking the rules for the sake of some pvp gain (like getting ontop of stormwind and just blasting random people in world pvp where they couldn't get you) and most of the knowledge derived from players that would pass it down before youtube was a thing. By all accounts you aren't just breaking physics but also some kind of cyber law. Which adds to "getting away with it" I also did like that WoW did have actual stuff and not just invisible floors everywhere, there were just a lot of leftover (albeit boring) landscapes that were going to be for something. Eventually the exploits gets patched out and all those memories of riding your mount through empty mountainscapes become some old dream that may or may not have happened.
As for singleplayer games it just has zero interest to me. Maybe it's because I noclipped in half life and got bored of it pretty quick? Like it's not that crazy of a concept that games are just facades with skyboxes and stuff. I kind of prefer the immersion of just thinking theres actual mountains out there even though they're just planar cards slapped in. I also don't want to climb every mountain I can see, effective tangibility but also implied tangibility are just more important to me.
As for singleplayer games it just has zero interest to me. Maybe it's because I noclipped in half life and got bored of it pretty quick? Like it's not that crazy of a concept that games are just facades with skyboxes and stuff. I kind of prefer the immersion of just thinking theres actual mountains out there even though they're just planar cards slapped in. I also don't want to climb every mountain I can see, effective tangibility but also implied tangibility are just more important to me.
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