Restricting the destination of a projected action to a predefined maximum distance ensures that the action’s effects are contained within the intended boundaries. For example, in a game, a player’s targeted healing spell might have a limited range. If the player attempts to cast the spell on an ally beyond that range, the target location would be automatically adjusted to the furthest point within the allowed distance. This prevents accidental or unintended effects outside the designed area of influence.
This practice enhances predictability and control, critical factors in maintaining balance and expected behavior within complex systems. Historically, limitations like these have been essential in game development to manage processing resources and prevent exploits stemming from actions affecting overly large areas. More broadly, this concept reflects a general principle of limiting the scope of operations for reasons of efficiency, stability, and adherence to design parameters.