GWpics

=Guild Wars Vizualizations=

media type="youtube" key="8fFrv4WSKVA" height="344" width="425" This video shows the restricting space caused by the limited z-axis within the game [|Guild Wars]

This image portrays one of the pathing problems found in Guild Wars: Prohphecies. Cliffs are seen as impassible, but steep ledges do not always stop a character from proceeding. Eventually the character gets stuck in limbo, in this case, floating next to the side of a cliff.

This image portrays another z-axis issue in Guild Wars: steep hills are automatically impassible, and are meant to appear as such. This area is impassible, however, it does not appear as steep, and actually appears to be a pathway. The region does not afford what it appears to, z-axis restrictions just randomly cut the player off. It's both a wayfinding error and a sensory misrepresentation.

This image portrays one of the most exploited z-axis bugs in Guild Wars. The lack of a true z-axis allows creatures below a bridge to influence creatures on the bridge - traps, spells, even weapons can affect a character several feet in the air.

Because Guild War's z-axis is so restricted, many public areas simply resort to large, flat open areas boxed in by cliffs, ledges, and rocks. Notice how many characters are balled into a single area, and how abnormally flat the area is. Also keep in mind there's only one exit.