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A Wrought Iron Fence Made of Tigers
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<blockquote data-quote="GlaziusF" data-source="post: 4482017" data-attributes="member: 74166"><p>The "wrought iron fence made of tigers" is cited as a general reference to a specific example: having received a clue pointing to a location which Yahtzee is already aware exists, he is nonetheless prohibited from going there because Sir Hurf Of Durf needs to wander over into another screen and participate in a cutscene to apply basic principles of arithmetic and rudimentary deduction.</p><p></p><p>This is not somehow inherent in the combat engine, which is more concerned with beating things up and taking their stuff, as combat engines generally are. It does not presuppose impenetrable force fields and an inability to do basic math: that's all added in by the developers. You might call the game internally inconsistent -- after all, why should there be someplace you can arbitrarily walk or not walk? -- but it's not somehow that way because of the gameplay.</p><p></p><p>The real seminal example of this is a later entry in the <em>Gabriel Knight</em> series, which I'm surprised is not anywhere on that wiki. It is <a href="http://www.oldmanmurray.com/features/78.html" target="_blank">preserved here</a> for posterity. <em>Gabriel Knight</em> is not an RPG and does not have a combat system but still makes the player do crazy, contradictory, and counterintuitive things to advance the plot. </p><p></p><p>The onus is on you, the adventure designer, not to put up the wrought-iron fence made of tigers in the first place.</p></blockquote><p></p>
[QUOTE="GlaziusF, post: 4482017, member: 74166"] The "wrought iron fence made of tigers" is cited as a general reference to a specific example: having received a clue pointing to a location which Yahtzee is already aware exists, he is nonetheless prohibited from going there because Sir Hurf Of Durf needs to wander over into another screen and participate in a cutscene to apply basic principles of arithmetic and rudimentary deduction. This is not somehow inherent in the combat engine, which is more concerned with beating things up and taking their stuff, as combat engines generally are. It does not presuppose impenetrable force fields and an inability to do basic math: that's all added in by the developers. You might call the game internally inconsistent -- after all, why should there be someplace you can arbitrarily walk or not walk? -- but it's not somehow that way because of the gameplay. The real seminal example of this is a later entry in the [i]Gabriel Knight[/i] series, which I'm surprised is not anywhere on that wiki. It is [url=http://www.oldmanmurray.com/features/78.html]preserved here[/url] for posterity. [i]Gabriel Knight[/i] is not an RPG and does not have a combat system but still makes the player do crazy, contradictory, and counterintuitive things to advance the plot. The onus is on you, the adventure designer, not to put up the wrought-iron fence made of tigers in the first place. [/QUOTE]
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