I’m not sure whether I respect KOTOR’s handling of the Selkath kids quest or am annoyed by it. On the one hand, in a modern (and unreasonably terrified you might miss content) game, the quest would have triggered when you approached the locked door whether you had it or not. And to an extent, that makes logical sense; at the very least, it doesn’t seem as if you knowing about the missing children ahead of time would make any difference as to whether or not the door would be open.
On the other hand, that aforementioned phobia that players might dare to actually miss content (the horror!) intensely irritates me on some base, indescribable level. And I have to give KOTOR props for committing to it, even if the player decides to take it as far as committing court-assisted suicide; I legitimately expected someone from the Republic to show up and go “No no no no,” right up to the moment we got electric-chaired.
I guess, ultimately, what I’m saying is that I respect KOTOR’s quest design, I just wish it was a little less clumsy with it. Which really is how I’ve come to feel about the game as a whole.
Mass Effect Retrospective
A novel-sized analysis of the Mass Effect series that explains where it all went wrong. Spoiler: It was long before the ending.
Overused Words in Game Titles
I scoured the Steam database to figure out what words were the most commonly used in game titles.
Good Robot Dev Blog
An ongoing series where I work on making a 2D action game from scratch.
Why Google sucks, and what made me switch to crowdfunding for this site.
The Gradient of Plot Holes
Most stories have plot holes. The failure isn't that they exist, it's when you notice them while immersed in the story.