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*''[[The Elder Scrolls IV: Oblivion]]'' and [[Fallout 3]] 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. |
*''[[The Elder Scrolls IV: Oblivion]]'' and [[Fallout 3]] 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. |
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** If the player walks towards the end of the playable map the scenery, such as grass and trees, stops being drawn. If the player persists the floor eventually falls away from under the player |
** The No-Clip command will bypass normal invisible walls, but cannot go outside the game's ultimate borders. This can be turned off by altering a line of the .ini file, bEnableBorderRegion=1, to 0. If the player walks towards the end of the playable map the scenery, such as grass and trees, stops being drawn. If the player persists the floor eventually falls away from under the player. |
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*In the games Star Wars Battlefront and Star Wars Battlefront II, if the player attempts to go outside of the boundaries of a map, a message is displayed that says "Leaving Battlefield". If the player attempts to go further the player's character is killed. |
*In the games Star Wars Battlefront and Star Wars Battlefront II, if the player attempts to go outside of the boundaries of a map, a message is displayed that says "Leaving Battlefield". If the player attempts to go further the player's character is killed. |
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Aninvisible 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 game-play area. This is often done in preference to using a more visible boundary, as this can reduce the realism of the environment.
In some games, errors in the programming, 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 game-play area. Alternatively, a run-time error could occur.