@foxhound_fox said:
It's lazy development.
Instead of actually creating geometry that makes sense to the surrounding environment, they create an artificial barrier to prevent the player from going outside the game zone.
That's not always true. In fact I'd say it is rarely true. It could be "lazy development" in some cases, but collision barriers have a lot of computational load, actually, and the more polygons that are collidable the worse it is. From a design perspective it's generally a bad idea to have all the polygons in a complex space be collidable, so instead simpler lower-poly collision barriers are built around things. As long as there's no reason for the gamer to interact with a certain part of the environment, it makes a lot of sense to have those features "for show only".
To go back to the OP, if you take a nice detailed building, instead of straight up converting the complex conjunction of polygons that represent that building into a collision barrier (which means having every surface on the building a collidable surface, such as edges on the window sills etc) you can just have a big invisible collidable cube hugging the boundary of the building - it's more computationally efficient and accomplishes what needs to be done. It can be beneficial in other ways, too, actually - collision detection doesn't always behave how you would like and having to many little collidable bits on a building might create a surface you get hung up on. A nice simple smooth surface is often preferable as long as it doesn't destroy immersion.
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