

The player's hitbox is too large, or extends beyond the visible portion of the sprite.Although it makes the game easier against enemies (especially when dodging bullets), it can be more difficult trying to land on a platform when you don't know how much platform you have to work with. On the other hand, a larger hitbox means you can hit the enemy without your attacks actually touching the enemy. This is especially problematic for enemies that attack via Collision Damage, and in extreme cases can break Willing Suspension of Disbelief when shooting the air two feet away from the big guy makes him bleed anyway. This makes the enemy harder to hit, and tends to happen with small enemies that are already Goddamned Bats to begin with. Sometimes, whether intentional or not, hitboxes don't match up quite right with the graphics, thus producing Hitbox Dissonance. More modern 3D games have a whole separate model made of hitboxes that closely follows the rendered model in logical space, many including different values for different body parts to enable hits to weak points for massive damage. In the early days, it was a box, as a rectangular or circular solid is less math-intensive when doing the collision checks.

In other genres the term "hitbox" gets used for both. Over time, game developers have been able to make boxes that act differently, and so the term "hurtbox" was born. Fighting Game jargon usually differentiates the two boxes by calling the boxes that hit enemies (causing enemies to flinch) as "hitboxes" and the boxes on their body as "hurtboxes." note In most cases, they overlap. When two hitboxes overlap, the game knows that the characters have collided when an attack lands inside a character's hitbox, it has hit the character. It would be very mathematically complicated to model all the characters' body parts and check when they've touched, so instead, a circular, rectangular, spherical, cuboidal or capsular region of each character is chosen as the hitbox. In video games, a hitbox is the part of an object considered 'solid' for the game's purposes.
