To avoid complains like: 'Why do I loose my follower when I climb up that rock. They are supposed to follow me all the time.'
It's a engine restriction. Navmeshes for NPC's can't be placed everywhere. Obsidion's method was to place 'invisible walls'. Bethseda didn't in FO3 and the complains about the followers where endless. How this one.
And what if I'm not traveling with followers?
Besides, it doesn't seem to be doing much to help, and really, if you're going to use that kind of logic to justify artifically limiting the player's freedom, you might as well remove jumping while you're at it, since they might allow you to get places NPCs can't follow you to.
They are annoying but I can stand them. I'd rather they work on getting rid of as many bugs as they can before they deal with the Invisible Walls.
Of course, had they never put them in the first place, they wouldn't have had to deal with them. Those invisible walls wouldn't be there unless someone put them there...
I don't like the invisible walls either, I mean, I could accept them if they were just on the border, usually I give up on trying to go further if the game prevents me from doing so, provided it's the border of the map, but in New Vegas, they're not just limited to the borders surrouding the map, in fact, most of those have actual physical barriers placed around them. And while removing the invisible barriers around the map would likely allow players to get over said borders, in some places, I'm generally content not to try since I know there's nothing worth seeing beyond the borders anyway. What bothers me is when they are used within the map, like when a rock I should clearly be able to climb over has an invisible barrier over it to keep me from doing so. I guess thw idea was to try to force players down a predefined path. Well, it's an open world sandbox, it's not SUPPOSED to go out of its way to force the player down a predefined path. Now obviously, there are places where the player's freedom of movement will be limited, like in buildings, where the player can obviously only move where there are accessable passages, but in that case, it's a reasonable limitation placed on the player by the environment, and I'm fine with it. What bothers me is when there are places where I should be able to go, but can't due to artificial limitations. If Obsidian
really must limit the player's movement in such a way, they should at least make sure the ways you can't go are blocked by physical barriers that could concievably impede your progress there
I think invisible walls are far better than the alternative: turning New Vegas into a maze of canyons. People complain about "linear game play" now; with cliffs instead of invisible walls the game would look completely like a maze.
The game already has a lot of canyons, it's just that even when you should be able to get over them, the game won't let you.
And who ever said the alternative had to be that? Obsidian could also do what Bethesda does in the Elder Scrolls and Fallout 3 and NOT try to force the player down a linear path at every turn. It's not like there's any law saying that we're not allowed to *gasp* have non-linear gameplay in our sandboxes.
Plus, these walls are also used to reduce cheesing. Complete freedom of movement would result in total "kill everything from a place the monsters can't get to" type of boring game play. What fun!
If it makes the game boring, then why would you do it? It's like complaining that you can use the difficulty slider to make the game easier even though you don't actually need to use it. Just because something is possible in the game doesn't mean there's some mysterious force compelling you to do it.
And that wouldn't be a problem if the AI wasn't terrible and could get to everywhere the player can get to.