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	<title>Comments on: Where&#8217;d My Key Go? (And Other Game Design Annoyances)</title>
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	<link>http://www.geekstudies.org/2009/06/whered-my-key-go-and-other-game-design-annoyances</link>
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	<lastBuildDate>Sun, 28 Feb 2010 09:24:30 +0000</lastBuildDate>
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		<title>By: Jason Tocci</title>
		<link>http://www.geekstudies.org/2009/06/whered-my-key-go-and-other-game-design-annoyances/comment-page-1#comment-2293</link>
		<dc:creator>Jason Tocci</dc:creator>
		<pubDate>Sun, 07 Feb 2010 18:28:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=404#comment-2293</guid>
		<description>I just wanted to share a couple links relevant to this (admittedly lapsed) conversation, found via &lt;a href=&quot;http://www.critical-distance.com/2010/02/07/february-7th/&quot; rel=&quot;nofollow&quot;&gt;Ben Abraham&lt;/a&gt;: &lt;a href=&quot;http://presspausetoreflect.blogspot.com/2010/02/if-this-is-open-world-why-are-all-doors.html&quot; rel=&quot;nofollow&quot;&gt;&quot;If this is an open world why are all the doors closed?&quot;&lt;/a&gt; and &lt;a href=&quot;http://www.rockpapershotgun.com/2009/04/21/locked-door/&quot; rel=&quot;nofollow&quot;&gt;&quot;Locked Door.&quot;&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>I just wanted to share a couple links relevant to this (admittedly lapsed) conversation, found via <a href="http://www.critical-distance.com/2010/02/07/february-7th/" rel="nofollow">Ben Abraham</a>: <a href="http://presspausetoreflect.blogspot.com/2010/02/if-this-is-open-world-why-are-all-doors.html" rel="nofollow">&#8220;If this is an open world why are all the doors closed?&#8221;</a> and <a href="http://www.rockpapershotgun.com/2009/04/21/locked-door/" rel="nofollow">&#8220;Locked Door.&#8221;</a></p>
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		<title>By: Jason Tocci</title>
		<link>http://www.geekstudies.org/2009/06/whered-my-key-go-and-other-game-design-annoyances/comment-page-1#comment-2158</link>
		<dc:creator>Jason Tocci</dc:creator>
		<pubDate>Wed, 05 Aug 2009 16:59:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=404#comment-2158</guid>
		<description>Good point about weird party dynamics in RPGs; on a related note, check out &lt;a href=&quot;http://www.hitselfdestruct.com/2009/04/life-of-party.html&quot; rel=&quot;nofollow&quot;&gt;&quot;Life of the Party&quot;&lt;/a&gt; on Hit Self Destruct: &quot;consider games like Knights or Mass Effect wherein your character faces the greatest conceivable evil in the universe, but isn&#039;t allowed to take more than two people along to fight it.&quot;

As for escort quests, I&#039;ve often wondered about what makes Ico okay when we revile this in other games. Probably the relatively not-stupid AI of Yorda is a big part of it, as you say. I think the way the characters are animated and directed to look believable as children—such as in Yorda&#039;s timidity when she zaps open a doorway—might also make us more forgiving, to help us make them feel real. The blank-faced robot nature of so many game characters, unwilling to follow even the simplest instructions to avoid their own demise, is definitely one of those narrative-breaking moments for me in a lot of other games.</description>
		<content:encoded><![CDATA[<p>Good point about weird party dynamics in RPGs; on a related note, check out <a href="http://www.hitselfdestruct.com/2009/04/life-of-party.html" rel="nofollow">&#8220;Life of the Party&#8221;</a> on Hit Self Destruct: &#8220;consider games like Knights or Mass Effect wherein your character faces the greatest conceivable evil in the universe, but isn&#8217;t allowed to take more than two people along to fight it.&#8221;</p>
<p>As for escort quests, I&#8217;ve often wondered about what makes Ico okay when we revile this in other games. Probably the relatively not-stupid AI of Yorda is a big part of it, as you say. I think the way the characters are animated and directed to look believable as children—such as in Yorda&#8217;s timidity when she zaps open a doorway—might also make us more forgiving, to help us make them feel real. The blank-faced robot nature of so many game characters, unwilling to follow even the simplest instructions to avoid their own demise, is definitely one of those narrative-breaking moments for me in a lot of other games.</p>
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		<title>By: Games Unfinished</title>
		<link>http://www.geekstudies.org/2009/06/whered-my-key-go-and-other-game-design-annoyances/comment-page-1#comment-2152</link>
		<dc:creator>Games Unfinished</dc:creator>
		<pubDate>Tue, 04 Aug 2009 20:02:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=404#comment-2152</guid>
		<description>The most annoying thing for me in alot of games is where you fight a character who is immensly powerful, but when they join you they are usually sub par to yourself even though they just handed you your but.  Or when a character you know to be hardcore dies from a would that compared to the hits you have been taking dies is superficial.
As for escort quests, the game i feel handled it best was all escort devoted. Back on the PS2 we had ICO, you told the girl to wait or come help you, yes she couldn&#039;t fight but she was still obedient.</description>
		<content:encoded><![CDATA[<p>The most annoying thing for me in alot of games is where you fight a character who is immensly powerful, but when they join you they are usually sub par to yourself even though they just handed you your but.  Or when a character you know to be hardcore dies from a would that compared to the hits you have been taking dies is superficial.<br />
As for escort quests, the game i feel handled it best was all escort devoted. Back on the PS2 we had ICO, you told the girl to wait or come help you, yes she couldn&#8217;t fight but she was still obedient.</p>
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		<title>By: Geek Studies &#187; New Game Minus</title>
		<link>http://www.geekstudies.org/2009/06/whered-my-key-go-and-other-game-design-annoyances/comment-page-1#comment-2149</link>
		<dc:creator>Geek Studies &#187; New Game Minus</dc:creator>
		<pubDate>Tue, 04 Aug 2009 15:47:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=404#comment-2149</guid>
		<description>[...] feeling of mastery, but often makes it much harder to enjoy on the basis of story. Sometimes the little things that signal to the player that this is a game can really pull you out of the story, like needing to [...]</description>
		<content:encoded><![CDATA[<p>[...] feeling of mastery, but often makes it much harder to enjoy on the basis of story. Sometimes the little things that signal to the player that this is a game can really pull you out of the story, like needing to [...]</p>
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		<title>By: Tom</title>
		<link>http://www.geekstudies.org/2009/06/whered-my-key-go-and-other-game-design-annoyances/comment-page-1#comment-2121</link>
		<dc:creator>Tom</dc:creator>
		<pubDate>Mon, 20 Jul 2009 20:00:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=404#comment-2121</guid>
		<description>This seems like as good a time as any to link to Old Man Murray&#039;s seminal &lt;a href=&quot;http://www.oldmanmurray.com/features/39.html&quot; rel=&quot;nofollow&quot;&gt;Crate Review System&lt;/a&gt;.

I can&#039;t remember perfectly, but I believe the guys behind that site made a point of having the first thing you see in the game they designed/wrote -- Portal -- be a crate.</description>
		<content:encoded><![CDATA[<p>This seems like as good a time as any to link to Old Man Murray&#8217;s seminal <a href="http://www.oldmanmurray.com/features/39.html" rel="nofollow">Crate Review System</a>.</p>
<p>I can&#8217;t remember perfectly, but I believe the guys behind that site made a point of having the first thing you see in the game they designed/wrote &#8212; Portal &#8212; be a crate.</p>
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		<title>By: Jason Tocci</title>
		<link>http://www.geekstudies.org/2009/06/whered-my-key-go-and-other-game-design-annoyances/comment-page-1#comment-2078</link>
		<dc:creator>Jason Tocci</dc:creator>
		<pubDate>Fri, 26 Jun 2009 15:55:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=404#comment-2078</guid>
		<description>This makes it all the more sad to me that the Witcher&#039;s console port has been suspended indefinitely.</description>
		<content:encoded><![CDATA[<p>This makes it all the more sad to me that the Witcher&#8217;s console port has been suspended indefinitely.</p>
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		<title>By: Tom H.</title>
		<link>http://www.geekstudies.org/2009/06/whered-my-key-go-and-other-game-design-annoyances/comment-page-1#comment-2076</link>
		<dc:creator>Tom H.</dc:creator>
		<pubDate>Fri, 26 Jun 2009 10:18:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=404#comment-2076</guid>
		<description>In The Witcher your (Un)armed criticism was addressed fairly well:

(1) you&#039;re an action hero, there&#039;s no way you&#039;re carrying any armor other than what you&#039;re wearing;

(2) you can carry four weapons max: the two varieties of swords you&#039;re trained with, and two others (one large, one small);

(3) all your weapons are drawn on your avatar.

(2) leads to a real paucity of weapon types - but since you&#039;re trained in swords, you&#039;re probably only going to use two swords - works better with a strongly-constrained character definition than it would in Fallout.

(3) leads to some clipping issues, but they aren&#039;t too bad.

And on Crates, Fallout 3 does tend to put weapons &amp; ammo in gun lockers.</description>
		<content:encoded><![CDATA[<p>In The Witcher your (Un)armed criticism was addressed fairly well:</p>
<p>(1) you&#8217;re an action hero, there&#8217;s no way you&#8217;re carrying any armor other than what you&#8217;re wearing;</p>
<p>(2) you can carry four weapons max: the two varieties of swords you&#8217;re trained with, and two others (one large, one small);</p>
<p>(3) all your weapons are drawn on your avatar.</p>
<p>(2) leads to a real paucity of weapon types &#8211; but since you&#8217;re trained in swords, you&#8217;re probably only going to use two swords &#8211; works better with a strongly-constrained character definition than it would in Fallout.</p>
<p>(3) leads to some clipping issues, but they aren&#8217;t too bad.</p>
<p>And on Crates, Fallout 3 does tend to put weapons &amp; ammo in gun lockers.</p>
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		<title>By: Jason Tocci</title>
		<link>http://www.geekstudies.org/2009/06/whered-my-key-go-and-other-game-design-annoyances/comment-page-1#comment-2033</link>
		<dc:creator>Jason Tocci</dc:creator>
		<pubDate>Wed, 17 Jun 2009 16:28:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=404#comment-2033</guid>
		<description>Agreed about L4D—though it does seem odd that you can pull out a flaming molotov and then just holster it again. :)</description>
		<content:encoded><![CDATA[<p>Agreed about L4D—though it does seem odd that you can pull out a flaming molotov and then just holster it again. :)</p>
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		<title>By: Denise</title>
		<link>http://www.geekstudies.org/2009/06/whered-my-key-go-and-other-game-design-annoyances/comment-page-1#comment-2031</link>
		<dc:creator>Denise</dc:creator>
		<pubDate>Wed, 17 Jun 2009 01:43:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=404#comment-2031</guid>
		<description>Admittedly I don&#039;t play enough games to remember which ones have aspects like this that annoy me, but I was impressed when I first started playing Left 4 Dead and saw that your entire inventory, from your pain pills to your molotav, is visible stuffed into your belt or pockets.</description>
		<content:encoded><![CDATA[<p>Admittedly I don&#8217;t play enough games to remember which ones have aspects like this that annoy me, but I was impressed when I first started playing Left 4 Dead and saw that your entire inventory, from your pain pills to your molotav, is visible stuffed into your belt or pockets.</p>
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		<title>By: Jason Tocci</title>
		<link>http://www.geekstudies.org/2009/06/whered-my-key-go-and-other-game-design-annoyances/comment-page-1#comment-2025</link>
		<dc:creator>Jason Tocci</dc:creator>
		<pubDate>Mon, 15 Jun 2009 15:04:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=404#comment-2025</guid>
		<description>Great examples, thanks for the comments!

Jason:
I think maybe the least jarring solution that allows us to keep that system is using protagonists who are somehow superheroic—armored, resistant to damage, whatever. I also think a game that portrays gun damage more realistically could work, but would also have to encourage a more conservative fighting strategy. This is what I really loved about the old PS1 fighting game &lt;i&gt;Bushido Blade&lt;/i&gt;: You&#039;d circle one another for a while because the point was to get a single, lethal strike, perhaps incapacitating some limbs if you miss along the way. 

And as for healing, I did kind of like how &lt;i&gt;Alone in the Dark&lt;/i&gt; makes you take time between fights (because you probably won&#039;t have time in the middle of them) to bandage visible wounds in real-time. I&#039;m willing to buy that system more, though, when the damage is from occasional bites and scratches, rather than constant run-and-gun gameplay.

CS:
I did appreciate that about &lt;i&gt;Fallout 3&lt;/i&gt; (especially when I realized they could shoot for you AND you could tell them to stay put). &lt;i&gt;Resident Evil 4&lt;/i&gt; was kind enough to provide dumpsters for your charge to hide in, too. I think it&#039;s a good sign that I&#039;m having a hard time thinking of a game that does this poorly; I know I&#039;ve played plenty of awful escort missions, but perhaps they&#039;ve been done better in recent years as people become more aware of &lt;a href=&quot;http://www.escapistmagazine.com/articles/view/issues/issue_124/2644-Escort-Missions-Suck&quot; rel=&quot;nofollow&quot;&gt;how hated&lt;/a&gt; they are.

To consider another alternative, I especially liked the escort mission in (one of the ends of) &lt;i&gt;Kane and Lynch&lt;/i&gt;, which kept going even if you weren&#039;t very good at escorting.</description>
		<content:encoded><![CDATA[<p>Great examples, thanks for the comments!</p>
<p>Jason:<br />
I think maybe the least jarring solution that allows us to keep that system is using protagonists who are somehow superheroic—armored, resistant to damage, whatever. I also think a game that portrays gun damage more realistically could work, but would also have to encourage a more conservative fighting strategy. This is what I really loved about the old PS1 fighting game <i>Bushido Blade</i>: You&#8217;d circle one another for a while because the point was to get a single, lethal strike, perhaps incapacitating some limbs if you miss along the way. </p>
<p>And as for healing, I did kind of like how <i>Alone in the Dark</i> makes you take time between fights (because you probably won&#8217;t have time in the middle of them) to bandage visible wounds in real-time. I&#8217;m willing to buy that system more, though, when the damage is from occasional bites and scratches, rather than constant run-and-gun gameplay.</p>
<p>CS:<br />
I did appreciate that about <i>Fallout 3</i> (especially when I realized they could shoot for you AND you could tell them to stay put). <i>Resident Evil 4</i> was kind enough to provide dumpsters for your charge to hide in, too. I think it&#8217;s a good sign that I&#8217;m having a hard time thinking of a game that does this poorly; I know I&#8217;ve played plenty of awful escort missions, but perhaps they&#8217;ve been done better in recent years as people become more aware of <a href="http://www.escapistmagazine.com/articles/view/issues/issue_124/2644-Escort-Missions-Suck" rel="nofollow">how hated</a> they are.</p>
<p>To consider another alternative, I especially liked the escort mission in (one of the ends of) <i>Kane and Lynch</i>, which kept going even if you weren&#8217;t very good at escorting.</p>
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