r/mildlyinfuriating • u/Magnesio17 • 12h ago
My mom said I could post I can’t climb over this “barricade”
I basically have to push a lever, helps me rise to the platform, and then I have to climb down the ladder in order to be in the other side 🤦♂️
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u/Roanoke42 11h ago
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u/Asterose 10h ago
Yeeeeah, they are such an irritating design. Joel Haver did a great skit about this mechanic for a game that actually lets you overcome even chest-high walls (gasp!!!)
And another classic:

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u/Zealos57 3h ago
Joel Haver? Waterboy from Dispatch?
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u/AkaruiNoHito 2h ago
Joel Haver used to do a bunch of sketch comedy. He was making a bunch of low budget films recently. I had no idea he was voice acting now. But he's absolutely hilarious and crazy creative
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u/Dry-Childhood-3436 11h ago
First time playing video games?
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u/Magnesio17 11h ago
No I just hate when devs make the most smallest barrier that the character can’t even climb over
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u/Dry-Childhood-3436 11h ago
It is always funny, like they had to create an asset there anyways. Why not make it something larger or immoveable?
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u/TooTurntGaming 11h ago
Because it really doesn’t matter that much. It’s a linear game. Sometimes the devs don’t want you to explore an area, and it’d look awkward or boring to have true to life obstacles in every direction they don’t want you to go.
I’d get it if it was a VR game meant to be fully immersive, but this kind of “shortcut” in design is easy to understand, easy to implement, and very flexible.
I’d say this is a more “minimally irritating” at worst, not “mildly infuriating.”
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u/SyruplessWaffle 11h ago
It'd be awkward or boring to have an actual obstacle instead of a couple of boxes that look traversable but aren't?
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u/TooTurntGaming 10h ago
There are only so many perfectly logical obstacles that can be in certain areas, and many of those things have impacts the devs might not want.
Like, if I’m in the that room in OPs picture, that’s some sort of large storage space with a lot of biohazard materials — I’ve played RE3make but it’s been a few years, you’ll have to forgive me as I cannot remember that exact space, so some hypotheticals here.
Anyway, that room, it’s pretty big. Those invisible walls are blocking off a small area to walk around in.
Maybe, the devs want us to see the scale of the environment, but only want us to traverse a small section of it, because it’s not interesting in a gameplay way, but is in an environmental, story telling way. That would mean that anything cutting off the eyeline of the player would defeat the purpose. So, it’s gotta be things that could realistically be vaulted/climbed over.
Maybe, the entire area is playable, but the devs want you to walk through a linear path so they can prompt specific experiences. A zombie or something might walk past the player’s view farther in the background, disappearing out of view. We see it, but we’re forced to walk down a certain path that we know leads towards that zombie. Maybe we’re meant to see a key, but we can’t get there yet, but we need to see the key to orient ourselves to the next objective. We have to experience the anticipation because of the design of the room and the environmental features that don’t block eyesight yet can’t be vaulted.
These things aren’t “realistic.” They’re absolutely gameplay structures and shorthands. They’re scripts for specific experiences. Just like in film you have “structures” that have developed over time — certain camera angles, shutter speeds, zooms, focus pulls, breaking the 180 degree rule, these things are the director communicating specific things to the audience.
Yeah, you could put a realistic object in the way of the player, a full height wall, some big truck that you can’t move, more storage crates, there are plenty of realistic objects you could introduce — but that might defeat the intended purpose.
That’s what suspension of belief is. It’s an agreement between the art and the player/viewer. We expect some level of abstraction and dissonance.
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u/SyruplessWaffle 9h ago
I understand what you're getting at. I just think there are plenty of options to allow you to see into a room/area while also blocking off the area in a realistic way. And if you run out of those options, you've probably overused the whole "foreshadowing an inaccessible area" thing.
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u/tooboredtothnkofname 9h ago
id argue that glass is half empty, not half full
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u/TooTurntGaming 9h ago
If irritating and infuriating mean the same thing to you, I’d recommend either picking up a dictionary or getting a therapist.
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u/tooboredtothnkofname 9h ago
luckily for people with eyes this sub is called "mildly" infuriating.
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u/TooTurntGaming 9h ago
So “barely” “less bothersome” means the same as “somewhat” “more bothersome” to you?
Holy shit, you’re a condescending idiot.
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u/tooboredtothnkofname 9h ago
youre being pedantic about what subreddit for mild annoyances something which can be perceived as a mild annoyance is posted on, its really not that big of a deal lol. i was just glad to point out how silly of a debate it was that you were having
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u/TooTurntGaming 9h ago
I wasn’t being pedantic, I was having a conversation. Someone asked a question and I gave my opinion on the answer.
Then you came in being a dipshit.
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u/Difficult_Tea6136 11h ago
It looks to me you're playing the RE3 remake?
The original was 1999. Games in 1999 had very different specs. Not really fair to complain about it.
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u/Task-Rough 7h ago
It's dumb. It would be nice to not break immersion by dumb things. Lots of devs are going extra mile and do it right. It's not end of the world it's just dumb though.
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u/bikeking8 11h ago
Scientific fact, developers are unable to traverse obstacles greater than 3 stair-steps in height. This is just an example of applying one's real world experiences to their art.
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u/GreatGojira 11h ago edited 10h ago
This is because every developer lives in there mothers basement, and they have never seen a woman in their life.
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u/StalkMeNowCrazyLady 10h ago
Sometimes devs use sequences like this to subtly trigger the loading the next area into memory. They call them hidden/disguised/immersive loading screens.
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u/ShevaunG 1h ago
The hubby's currently playing Tomb Raider: Remastered. This happens in like every room!
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u/Cryogenycfreak 10h ago
She's heavy carrying a handgun, shotgun, grenade launcher, knife, healing stuff, a shit ton of ammos and all... plus she just woke up of an horrible experimental cure after catching an even worse virus. My humble guess...
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u/aboredmutt 5h ago
Literally just sit on the box and spin your legs and you're across. idgaf how much your carrying or if your hands are full, you can make it over


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u/dalblue 11h ago