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Adventure games usually have a good storyline, but for the most part they focus on puzzles. Games like Myst, The Longest Journey, and Grim Fandango offer numerous challenging puzzles within a narrative structure, much like an RPG. In fact, they are very similar genres, since neither involves much twitch gameplay. If you added some statistics-based combat to Grim Fandango and the "leveling-up" inherent in those sorts of combat systems, then you would essentially have an RPG. But by leaving out that element, the game designers had more time to spend on creating devious and clever puzzles, which no RPG can compete with. Creative puzzles are usually the worst feature of the standard RPG. Fetch quests and key quests have become pathetically ubiquitous. If I want to fetch and deliver, I can do chores for my family, and I bet they'd appreciate it more than the generic citizens of Morrowind.


Mildly speaking, I found some pretty hard puzzles to figure in many RPGS. Perhaps he sould do chores for his family.

Was that mild enough or should I edit my post? <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" />


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