Quote Originally Posted by luka View Post
A game like Doom for instance which had views out of windows into a space you could never access had a very magical sense of possibility. This forbidden space which is both in game and beyond game.
I'm playing Amnesia: A Machine For Pigs, which is pretty good - very atmospheric and scary, like the first Amnesia game - but I've come across several cases of invisible walls that stop you getting into areas you're not 'supposed' to get into, but without any visible, tangible thing that would actually impede the character's progress. A sign of lazy level design and a bit disappointing.