The definition of an RPG according to Wikipedia is "A role-playing game (sometimes spelled roleplaying game; abbreviated RPG) is a game in which players assume the roles of character in a fictional setting." It's a generally accepted concept that immersion is an important aspect of RPG games. One of the best explanations of immersion in video games was found on Reddit, and it went like this... Immersion allows players to fully embrace the mechanics and narrative of a game, which is especially important with the case of RPGs where numerous mechanics and a poorly written storyline can leave players confused or just mentally exhausted. The Redditor above continues to explain why immersion is so difficult to maintain within videogames... Here's what he said: I promise that the last part I cut off wasn't super important. Anyways, as u/DG86 mentions, one of the hardest parts of maintaining immersion is the preconceptions we have from our own world. We expect things to work in a certain way, and when they don't, that can kill the immersion for us. With that said, one of the things that kills immersion to most in Wynncraft is the usage of barrier blocks. In the earlier days, barrier blocks were basically only used to keep people from getting outside of the map. Nowadays, they're used basically any time the game wants to keep players from going somewhere. While their usage has been tolerable in the past, I feel that their current status threatens immersion and something should be done about this. If you're not quite sure what I mean, just explore some of the areas in Wynn and see how many barriers you can find. They're used in dungeons, grind spots, the tops of mountains, world edges (this is fair), and all sorts of places you might not even expect. While yes, sometimes you want to keep a player from doing something, there are better ways to do it! For example, certain grind spots place barriers to prevent players from getting on top of certain structures. There's a variety of solutions for this problem, including: 1. Don't put the hecking (Christian server) structure there 2. It's a grind spot... Have mobs that can attack the player even if they do get in those spots. Ranged abilities, abilities that pull the player off their structure, mobs that are capable of jumping up and reaching the player, whatever you gotta do. I know GMs are limited with what spells and shit they can use but like with the things I've seen being added to Wynn recently, I'm certain you guys can think of something. In other situations, you can use things like the environment. In Corrupted Infested Pit, barriers are literally strewn all over the dungeon. Here's a crazy thought... Instead of using barriers, using fucking cobwebs. It's LITERALLY a spider dungeon if anything trying to run through cobwebs is going to cuck the player more than barriers making them avoid it even more... Come on, this is basic level design, and it kills the immersion so much less. Hell, if you really want to add a new "wind" mechanic, for places like mountains. Instead of just putting up huge walls of barriers, strong winds would blow the player back to their position. Hell, in places like Molten heights you could even make the "wind" super hot, and damage them if they try to push too far into the zone. Overall, my point is that there's plenty of relatively simple ways to prevent the player from going to certain areas. With a little bit of creativity, immersion will be maintained more throughout gameplay as well as thoughtful detail being added throughout the world, making it feel even more alive. TL;DR - Barriers suck, think of more creative and immersive ways to keep players out of areas Vote in poll. Thanks okay bye.