ExploringGAMES

Exploring the Z-Axis: Virtual World Visualizations
Guild Wars is handicapped with an inflexible z-axis that restricts the player to ground level while disallowing manipulation of height in-game. Due to the fact that areas are divided by portals rather than completely fluid, players are also restricted within areas and paths by vertical barriers, including rocks, bushes, ledges, trees, immovable objects, and occasionally non-party characters. Paths sometimes abruptly end, take the player to a dead end or senseless location, or restrict large amounts of players into confined flat settings.

Perfect World, however, has a fully functioning z-axis that allows the player to move both far above the surface of the earth or waterways in addition to far beneath it. Players are granted total freedom and persistence within the world, though controls are difficult to master and movements are imprecise. Actions have unintentional consequences, and automated flight paths often end up with the character flying through packs of overpowered airborne foes. Additionally, no character can experience injury as a direct result of z-axis manipulation, even if that character has fallen more than 500 meters.

These images attempt to display problems in z-axis visualization in Guild Wars and Perfect World.