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  • 'For example - in an adventure game, you've generally got one - usually convoluted and amusing - solution to a problem. A good RPG, on the other hand, should make that puzzle a goal condition and leave other options to achieve that goal available. Failure to do that leads to frustration, as in the "plot-driven door" problem (or as a friend of mine calls it, "objects made of the indestructable material plotonium"). In an adventure game, you expect it - but even then, it gets frustrating when you see what appears to be an obvious solution which doesn't work.'

    May 7, 2009