Generally game mechanics should not behave differently depending on whether or not the player observes the event. The player expects that the game mechanics outside of their field of view behave exactly as those inside their field of view, because everything else would break immersion. It is very confusing for the playerimmersion-breaking when they leave an area, enter it again shortly afterwards and apparently in the mean-time something happened which actually shouldn't have been possible becauseaccording to their understanding of the game's collision rules.
However, for larger game worlds it can sometimes be too performance-intense to do so. There are different methods to deal with this:
- Freeze the game world in areas where the player is not present. This includes updating. Continue the simulation where you left off when the player comes closer again.
- Discard the state when the player leaves and initialize it as if they had never been there when the player enters again (a lazy but actually very common solution)
- Simulate far-away areas with a simplified model of your game mechanics which is less accurate but still results in the things happening as the player would expect them to happen.