Gamers are occasionally quite trigger-happy. Give us a gun and a lightbulb, and we’ll shoot it. Give us a wall, and we’ll want to see if we can make bullet holes. Give us an NPC and…you get the idea. So videogames, in an effort to curb our murderous tendencies, have come up with an ingenious solution: glass. To save us from massacring an innocent (and probably quite useful) NPC, this glass stops bullets from colliding with their face. The same kind of worst-case-scenario logic applies to the plexiglass that separates us from bank tellers, bus drivers, post-office workers…but whenever we see that screen, we know we’re looking at in inaccessible area. And an inaccessible NPC.