Comment Re:Easy answers (Score 1) 305
Of course there need to be some limits on the world, because the technology isn't infinite; good game design should make those limits look natural so that the player never even notices that the limit is there.
So let's say for sake of argument that you're playing a first-person shooter set in a warehouse. Which is preferable:
1) Having a door to the outside world that is locked and never opens, because the game designers didn't want to model the entire planet or introduce a "You can't go that way" arbitrary boundary.
2) Having a warehouse with no doors to the outside world, because the game designers didn't want to model the entire planet or introduce a "You can't go that way" arbitrary boundary.
I suppose if your setting is either magical enough or science-fiction enough to have some form of teleportation, you can say "A wizard/Scotty gets people in and out of the warehouse." Between those extremes, unless your game's backstory is that the warehouse was built around the current occupants (or their ancestors) and that it's big enough to support the needs of those occupants (food, water, sanitation, breathable air, etc.) there needs to be some way to get in or out.