The Greatest Foe Videogames Have Ever Known
You’re a burly, battle-hardened soldier capable of lugging around heavy machine guns and rocket launchers without breaking a sweat. You scale sheer walls of ice and rappel down precipitous cliffs, busting through glass windows like they were made of papier mâché. You leap out of planes from miles above the ground and dive deep underwater to infiltrate enemy ships. You’re the very pinnacle of human fitness.
But you can’t jump.
Oh, you can physically launch yourself into the air just fine, and sometimes you can even hurl yourself across rooftops or between moving elevator cars, if the narrative calls for it. Most of the time, though, you’re about as acrobatic as an elephant after Thanksgiving dinner. Forget tyrannical dictators and global terrorist organizations; the videogame hero’s greatest enemy is the fearsome waist-high wall.
Need to keep players from wandering off the critical path? Just lay down a flimsy fence and call it insurmountable. Want to fake an open world around your corridor shooter? Sprinkle a handful of rubble across the streets you don’t want players to access. Feel like you have to pad the length of your game to warrant its price? Block off every road with a fallen tree and add a force field to every ledge that’s more than a foot or two high. No one’s going to expect to jump over this stuff, right?
But we do, because that’s exactly what games teach us. Take Call of Duty. From its introduction in the original Modern Warfare, the ability to vault and clamber over low obstacles established a freedom of movement that the previous games had sorely lacked. Leaping smoothly over cover felt liberating—until you came across the Fence That Shall Not Be Climbed. Suddenly, the rules of play get thrown out the window, the arbitrary limitations of the virtual world made painfully clear. By the game’s own logic, you should be able to jump over this wooden fence, identical as it is to the dozens you’ve clambered over previously, but instead you can only bang your head fruitlessly against the frustrating reminder that it’s all a farce. You’re only playing a game.
Modern Warfare was hardly alone in its abuse of the waist-high wall. Who could forget the disappointment that was RAGE and its definitely-not-open open world? You couldn’t walk two minutes in any direction before bumping into an impassable barrier, many of which an infant could have crawled over.
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