Readers remember their favorite pointless places in video games

What’s The Point?
This week, we kicked off a new Special Topics In Gameology mini-series on the things video games leave unseen. Anthony John Agnello led off with an essay about “empty rooms,” spaces that don’t seem to serve any real purpose in progressing a game, whether it be giving the player a reward or moving the story forward. But what they lack in utilitarian purpose, these places make up for in atmosphere by providing more life and history to video game worlds. Down in the comments, readers recalled some of their favorite “empty room” moments. Jakeoti went straight to The Legend Of Zelda: Majora’s Mask:
The empty room in question is the sword training room during the final hours. Normally, you can visit the place to do a sword mini-game and earn a piece of heart. On the Final Day, the teacher will tell you not to fear the moon and that he intends to slice it down. He’ll also kick you out and lock the door to the place shortly before midnight. But when you visit it again after midnight as the ground shakes and the terrifying end-of-the-world music plays, you can enter the place, slice open a sign, and find the teacher cowering in fear. It’s one of many instances in the game that helped make the moon feel like a real threat; you can find how so many characters react to it. It’s especially notable since pretty much everything else in the game is meant to give you a reward of some sort.
ItsTheShadsy remembered something strange from Donkey Kong 64:
Over time, the less imaginative part of my brain started to assume that purposeless areas are, like the famous island in GoldenEye, leftovers from unfinished content or underdeveloped because of time and budget constraints. A lot of them probably are. Not every back corner can get full attention. But I’ve also realized that it doesn’t matter how they ended up that way, because like a really great unplanned shot in a movie (like the seagull at the end of Barton Fink), they still add to the feel of the setting.
The best example that comes to mind is the museum in Creepy Castle in Donkey Kong 64. Among the other environmental details, there’s a large side room housing a stone pillar. It’s up on a pedestal and has an ominous light over it, and although there are a few bananas in the room to collect, it doesn’t appear to have any purpose at all.
Why is it so prominent? Was this part of a goal that never made it into the game? Did it once have something on top of it, at least? Why does an unlabeled piece of stone with seemingly no connection to anything else nearby have its own room? Regardless of what led to its inclusion, that room is a mystery. And unlike all the other interactive details in the museum, the unexplained pillar is an object of genuine intrigue, as a prominent exhibit in a museum should be. It outperforms everything else in the area thematically, and if that was by accident, it shouldn’t make much difference.
The Space Pope discussed a mostly useless World Of Warcraft item that takes you to mostly useless places: