This is a bit of a far-aside post. A few friends got Dragon Age this week. I’ve been watching them playing and playing a bit myself. For those that haven’t played, much of what I will describe will be familiar from Guild Wars 1, Dark Age of Camelot, and Everquest in particular.
If you’ve played Guild wars 2 and found yourself wondering why every zone feels a bit like a fishbowl you’ve probably credited to the zone borders on all sides made of massive high walls.
This is immersion breaking, but it’s hard to define why. Sometimes it’s because I just want to get on top of that awesome something. Sometime’s it’s because I could get on top of it, but when I get there I find myself staring at the fishbowl, the walls that make the zone.
After much thinking about it my general conclusion has always been, “It feels cheap.” Guild Wars 1 was somewhat relieved of this problem because water was not able to be swam in, effectively making it a barrier. This allowed a wide range of aesthetic displays using water we rarely see in Guild Wars 2. There was also the lack of jumping, making it possible for a ledge or object to be a barrier as well. Thus, zones were fairly simple and yet incredibly scenic giving how many “enchanted isles” are out there.
“Enchanted Isle” is a concept, by the way. You’ve probably heard of it from college level writing classes. It’s the idea that something able to be viewed, but not reached becomes a thing which invokes and brews imaginations. Tolkien came up with this idea and movies use it constantly. What cannot be approached can be imagined. The imaginations of the viewer (especially a mass audience) will always exceed the limited descriptions of a writer. The same is true in making games. The created world is always more limited than the potential imaginations of its eventual occupants.
For me, I always felt that part of the ‘cheap’ feeling of zone borders was the unwillingness of current generation games (those who don’t have sandbox environments) to admit the zone is over. This wasn’t the case with earlier MMOs. As you approached a zone border you would still see a continuous landscape that would eventually disappear by a mesh object of some sort that imposed an ever deepening ‘fog’. Yet, until the fog grew to dense you’d still see trees and distant things to keep your imagination flowing. The current generation of games, including Skyrim, use this border concept. The imagination hits it… and stops… you’re reminded your in a game. Rather like the giant Tengu wall spanning Caledon Forest.
Dragon Age has finally took innovations, years in limbo, and included all of them in one game. The zone border ends because there you can see that fog line approaching. When you can actually approach the fog your character puts up their hands as if not fighting a hard wind. Eventually they barely move forward at all and you are forced to turn around. In some cases it turns you around on your own.
Psychologically this has the effect of making the world feel ceaseless and vast, but also it makes the game designers feel self-conscious of the technically limitations imposed while cleverly informing us of it through an aesthetic.
Guild Wars 2 uses these innovations only sparingly. We have them in Water regions where going too far delivers a message saying something about strong currents and being turned back. In WoW it is strong winds while flying or (I forget the term, but…) exhaustion while swimming. The innovation for maps in that they are surrounded by more map, convincing the player there really is something more, without destroying immersion with abrupt ‘stops’ in the terrain that shouldn’t be there. To save on resource loads/processing power there’s this wall of fog that blurs out and eventually stops vision from ‘beyond’ the map of the playable area. This informs helps keep immersion continuous while also informing the player, "Yes, we know the world ends there, but we were cleverly masked it without interrupting your immersion.
Within the zone itself you can climb on or delve in to practically anything. If you can’t find a way to ‘jump puzzle’ your way to it then you really can’t go there, but those are rare occurrences. Dry Top started to swing this way, but Silverwastes was mostly fishbowl, stuck on the ground looking up going ‘sigh’. Having that ‘surround’ to the region as Dragon Age did would remove the incentive to have ‘flatworlds’ with very little going on at diverse elevations (like Dry Top) and… I think… really boost the appeal of the game as a whole.
What does anyone else think? Do you think new maps could use this feature?