Way back in the day, during the 8-Bit video game golden era, when any of your player character's pixels touched those of a hazard or enemy sprite, it was game over, literally. Early ‘Platformers’ like Jet Set Willy and Manic Miner really leaned into the ‘pixel perfect’ precision needed to complete a level. Despite the Heisenberg blur of the CRT telly, collision detection really was down to the single, albeit quite large, pixel. You knew where you were, what you needed to do, what would happen, what your name was. Precision mattered, at least, when it mattered.

Touch anything in Manic Miner or Knight Lore on the Spectrum, and you're toast.
Fast forward forty-odd years and we're in the era of the open world Triple A multi-tens of millions of pounds in production giga-titles. Thousands if not millions of rendered polygons on the screen, 4K scale, ray tracing, AI smoothing, and everything powerful CPUs and dedicated graphics chips can generate. However, with these complicated, modular polygonal mesh characters and creatures with their clothing/costume/skin collectibles, vast array of weapons and carryables, the outline of collision detection or ‘hitbox’ becomes too complex to bother about. Consequently, all the beautiful textures, lighting, and effects become significantly marred (to my picky mind) by ghostly ‘clipping’—when the polygons of different objects overlap. We commonly see weapons effortlessly gliding through walls, shields, surfaces, as if they're holographic projections, completely dispelling the illusion of solidity and weight.

Elden Ring avatar with a 2.5 metre long pole-axe attached at the back (somehow), then performing a graceful forward roll.
Given how ubiquitous the problem is, and the compute power that's been available for years now, I would have thought there would be more of an effort to address the issue. Very occasionally there is, weapons colliding and clanging apart, characters reacting and contorting around walls, but it's still very rare.

Link adapting to a tree root in Breath of the Wild, a game developed for and initially released on the Nintendo Wii U, 2017.
Perhaps with the inclusion of AI in development and gameplay, we'll finally see a renaissance where character clothing reacts properly with the shifting position of the wearer, moving convincingly with worn weapons. Swords clashing with shields producing commensurate recoil on both sides of the melee, character bodies twisting, repositioning and using limbs and hands/claws/tentacles in physically correct ways to move over and around obstacles. In short, creating the missing dimension of adaptive physicality in gameplay. It can be done, particularly if the heavy lifting can be taken care of by more automated systems such as the new machine learning systems everyone is losing their minds over. If ever it happens, it will be a glorious day. Imagine the possibilities: disarming your foe, shield barging through a crowd, realistically losing purchase and tumbling down a rock face, getting caught up in a flowing cape and falling from your horse. The content creators will go berserk.
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