1.07.2008

Fail

Yesterday, I walked out of my apartment to discard something on the curb. As I set it down, I noticed a middle-aged woman walking hurriedly up the sidewalk. She stopped at the corner and looked down the street, shouting, "Astor!" She turned around and walked back past my apartment building to the restaurant next door, which was just starting to get set up for its dinner hours. She peered inside and asked, "Did a little dog run in here?" She paused and went on, "Oh, my god. He ran away!"

Now this was clearly a setup for a subquest. I should have learned from games that I needed to approach the NPC and talk to her. I'd probably ask something like "What happened? Is there anything I can do?" She would have given me a task such as "search all the bushes in the area until you find my lost dog," at which point I'd go around shaking each bush until the dog ran out and reunited with its owner.

But I didn't. Apparently games haven't done a good enough job of shaping the way I approach situations in the real world. It's a shame, too. I could have leveled up.

5 comments:

Anonymous said...

lol

Michael Abbott said...

Maybe you were doing a speed run. :-)

Bamblesquatch said...

You could've kept the dog for yourself, then gone adventuring with it!

I think you need to take a leaf out of Pete Molyneux's book...

Anonymous said...

That's life:)


By the way, I like the levels you designed for FEAR.

Steve gaynor said...

Yeah, I guess I could have gone the Evil route and told her to pay me $100 before giving the dog back, and then kept it if she didn't cough up. I'd probably put off that option til my second playthrough.