Invisible wall
Encyclopedia
An invisible wall is a video game term for a boundary that limits where a player can go in a certain area, but doesn't appear in-game as any kind of visible obstacle, or as an obstacle that in reality could easily be bypassed, such as a mid-sized rock or short fence. In 2D
games, the edge of the screen itself can form an "invisible wall", in that a character in play may be prevented from travelling off the edge of the screen. In 3D
games, invisible walls are used similarly to prevent a player leaving the gameplay area. This is often done in preference to using a more visible boundary, as this can reduce the realism of the environment.
, or use of computer game cheats
can result in the wall becoming penetrable. If a user passes through the wall, they may enter an area of the game not intended for their use, for example an area containing unused items or portions of a level; or the user may find themselves reappearing on the opposite side of the gameplay area. Alternatively, a run-time error could occur.
2D computer graphics
2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models and by techniques specific to them...
games, the edge of the screen itself can form an "invisible wall", in that a character in play may be prevented from travelling off the edge of the screen. In 3D
3D computer graphics
3D computer graphics are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images...
games, invisible walls are used similarly to prevent a player leaving the gameplay area. This is often done in preference to using a more visible boundary, as this can reduce the realism of the environment.
Related errors
In some games, errors in the programmingComputer programming
Computer programming is the process of designing, writing, testing, debugging, and maintaining the source code of computer programs. This source code is written in one or more programming languages. The purpose of programming is to create a program that performs specific operations or exhibits a...
, or use of computer game cheats
Cheating (video games)
Cheating in video games involves a video game player using non-standard methods for creating an advantage beyond normal gameplay, usually to make the game easier, or may also create unusual effects which do not necessarily make the game easier to play, such as giving characters different...
can result in the wall becoming penetrable. If a user passes through the wall, they may enter an area of the game not intended for their use, for example an area containing unused items or portions of a level; or the user may find themselves reappearing on the opposite side of the gameplay area. Alternatively, a run-time error could occur.
Examples
- In the 3D First person shooter game Doom, using a "no clipping" cheat enables the player to freely move around the visible part of the current map and beyond it, at least up to the limit imposed by the coordinate system of the game itself. Once beyond the boundary of the current map, the first person perspective display becomes corrupt, while the map mode still correctly tracks the player's movements.
- In the vertically scrolling NESNintendo Entertainment SystemThe Nintendo Entertainment System is an 8-bit video game console that was released by Nintendo in North America during 1985, in Europe during 1986 and Australia in 1987...
game Front LineFront Line (arcade game)Front Line is a military combat-themed arcade game released in 1982 by Taito Corporation.The original arcade version consists of a joystick, a single button , and a rotary dial that can be pushed in like a button, which fires the weapon...
, due to a programming glitch the player can continue moving sideways off the screen beyond the intended "playfield" area, causing the graphic tiles to become corrupted and enabling the player to slip past most enemies, who won't follow him into the glitchy "void". The actual "invisible wall" is not where the player is (normally) supposed to be playing, but extends farther to the left and right sides of the screen.
- In the game Battlefield 1942Battlefield 1942Battlefield 1942 is a 3D World War II first-person shooter computer game developed by Swedish company Digital Illusions CE and published by Electronic Arts for Microsoft Windows and Apple Macintosh . The game can be played in singleplayer mode against the computer game AI or in multiplayer mode...
, while a player is normally prevented from exiting a map's boundaries with a timed death penalty, in certain circumstances those barriers can be violated (e.g. by using the free flying camera mode, using an unusually high speed vehicle or finding an unusually "thin" boundary area) and will result in a map wrap-around effectWraparound (Video Games)Wraparound, in video games, is a gameplay variation on the single-screen in which space is finite but unbounded; objects leaving one side of the screen immediately reappear on the opposite side, maintaining speed and trajectory...
(the player will emerge on the opposite side of the map).
- In the Tony Hawk Pro Skater series, large indoor and outdoor areas are featured. While indoor areas have logical walls to confine the player, outdoor areas often use an invisible wall. Rather than an actual barrier, the skater will 'bail' from his or her board, an error message is displayed, and the skater will be reset to a certain point.
- In the game Grand Theft Auto IIIGrand Theft Auto IIIGrand Theft Auto III is a 2001 open world action computer and video game developed by DMA Design in the United Kingdom, and published by Rockstar Games. It is the first 3D title in the Grand Theft Auto series. It was released in October 2001 for the PlayStation 2, May 2002 for Microsoft Windows,...
, many large buildings are incomplete and do not have a roof. These are normally not accessible, but through the use of cheats, the player can reach these spots. When the player goes into the top of one of these roofless buildings, everything will spin around them, and the city will appear upside down momentarily while the player is falling towards it. When it all ends, the player will be back on the streets below.
- In the game Max PayneMax PayneMax Payne is a BAFTA Award–winning third-person shooter video game developed by Finnish developers Remedy Entertainment and published by Gathering of Developers in July 2001 for Microsoft Windows. Ports created later in the year for the PlayStation 2, Xbox and the GameBoy Advance were published by...
, players can enable a cheat known as "God" and fall off buildings and explore some of the area, but with multiple invisible walls.
- In the video games GTA Vice CityGrand Theft Auto: Vice CityGrand Theft Auto: Vice City is a 2002 open world action computer and video game developed by British games developer Rockstar North and published by Rockstar Games. It is the second 3D game in the Grand Theft Auto video game franchise and sixth original title overall...
and GTA Vice City StoriesGrand Theft Auto: Vice City StoriesGrand Theft Auto: Vice City Stories is a 2006 sandbox-style action video game developed by Rockstar Leeds in association with Rockstar North. It was published by Rockstar Games for the PlayStation Portable in late 2006 and later for the PlayStation 2 in March 2007. The game is the eighth...
, there are invisible walls that bound the game's map.
- In "Destroy All Humans!Destroy All Humans!Destroy All Humans! is a video game developed by Pandemic Studios and published by THQ. It was released for the Xbox and PlayStation 2 on June 21, 2005. The game is set in the late 1950s in the U.S. and parodies the lifestyles, pop culture, and politics of this time period...
" if the player goes past the edge of the "invasion zone", Orthopox warns the player that they are out of range. Going any further will cause him to automatically pull the player back to the mothership.
- Mercenaries: Playground of DestructionMercenaries: Playground of DestructionMercenaries: Playground of Destruction is a third-person shooter video game developed by Pandemic Studios and published on January 11, 2005 by LucasArts for PlayStation 2 and Xbox...
features a "restricted zone" outside of border of the map. The Player will be attacked by air power for entering the restricted zone.
- Halo 3Halo 3Halo 3 is a first-person shooter video game developed by Bungie for the Xbox 360 console. The third installment in the Halo franchise, the game concludes the story arc begun in Halo: Combat Evolved and continued in Halo 2...
uses several invisible wall devices
- The Elder Scrolls IV: OblivionThe Elder Scrolls IV: OblivionThe Elder Scrolls IV: Oblivion is a single-player action role-playing video game developed by Bethesda Game Studios and published by Bethesda Softworks and the Take-Two Interactive subsidiary 2K Games...
and Fallout 3Fallout 3Fallout 3 is an action role-playing game released by Bethesda Game Studios, and the third major installment in the Fallout series. The game was released in North America, Europe and Australia in October 2008, and in Japan in December 2008 for Microsoft Windows, PlayStation 3 and Xbox 360...
features a variation of the invisible wall, when the player reaches the boundaries a message is displayed that says "You cannot go that way, turn back" and the player is prohibited from going any further.
- In FlatoutFlatOutFlatOut is a racing video game developed by Finnish Bugbear Entertainment and published by Empire Interactive and Vivendi Universal Games in 2004 and 2005. Gameplay in Flatout places emphasis on demolition derby-style races, and features a sophisticated physics engine...
there are many invisible walls that seem to have scenery painted on them.
- In World of WarcraftWorld of WarcraftWorld of Warcraft is a massively multiplayer online role-playing game by Blizzard Entertainment. It is the fourth released game set in the fantasy Warcraft universe, which was first introduced by Warcraft: Orcs & Humans in 1994...
, invisible walls are usually presented to the player as a slope that is too steep to climb. In earlier versions of the game, the original pre-BC "vanilla" world was not flyable. Slopes and invisible walls prevented the player from exploring areas of the map which did not have rendered terrain.