I see this bit was fixed in the sequel so that you can right-click, which was the way I had originally attempted it.
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Show posts MenuQuote from: hofmeier on Sat 21/03/2009 22:34:47
There's a blatant cognitive bias at work here, too, and that's this: The adventure gamer takes everything. The adventure gamer has learned, over the years, that inventory items are ALMOST ALWAYS either necessary or rewarding in some way. Therefore, he has adopted a behavioral policy of taking everything he can possibly acquire. A designer can pretty much assume that, just by leaving something on the floor or on a shelf, the player will take it.
There is a good example of isolating this behavior in The Vacuum. (Possible spoiler below):Of course, a system of inventory limitation would add more necessity for reasoning. Otherwise, I think it's safe to assume that the player will always choose to take something, whether the item's necessity is obvious already or not.Spoiler
The gun in The Vacuum is a great example of adding a bit of serious consequence to the question of "Take it? or Leave It?" - which is normally a no-brainer.[close]
Showing us the "key" before the "locked door" is usually the less effective means of puzzlery, isn't it?
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