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Where did the concept of keys as a consumable commodity originate?
Where did the concept of keys as a consumable commodity originate?
The way keys work in games is not how they work in real life. Keys are not destroyed when they are used to open a door. And keys rarely open all of the doors to/in a building.
I think I understand the design evolution that led us to the current state. Assumptions:
1. One door with one key, destroy key when it is no longer needed for player convenience
2. Multiple doors with multiple keys, destroy each key when it is no longer needed (red key, blue key, green key)
3. Number of locked doors exceeds a small number (such as the number of colors or zodiac symbols), conventions around destroying the key when used and memory limitations put pressure on the idea of tracking each key individually
4. Memory restrictions lifted, but now conventions are cemented, and the conventions can be leveraged for the feeling of choice/freedom/resource management
Does anyone know the earliest game to do step 3?
I think I understand the design evolution that led us to the current state. Assumptions:
1. One door with one key, destroy key when it is no longer needed for player convenience
2. Multiple doors with multiple keys, destroy each key when it is no longer needed (red key, blue key, green key)
3. Number of locked doors exceeds a small number (such as the number of colors or zodiac symbols), conventions around destroying the key when used and memory limitations put pressure on the idea of tracking each key individually
4. Memory restrictions lifted, but now conventions are cemented, and the conventions can be leveraged for the feeling of choice/freedom/resource management
Does anyone know the earliest game to do step 3?
The memory restrictions were never "lifted". While computers are no longer particularly memory-strapped, computer memory limitation was never the limit on how many keys could be stored: A single 32-bit value could store 32 separate keys, and there were probably not 32 separate locked doors in a given level in any game.J1M wrote: ↑ September 8th, 2025, 17:493. Number of locked doors exceeds a small number (such as the number of colors or zodiac symbols), conventions around destroying the key when used and memory limitations put pressure on the idea of tracking each key individually
4. Memory restrictions lifted, but now conventions are cemented, and the conventions can be leveraged for the feeling of choice/freedom/resource management
The memory restriction is not the restriction of computer memory. The memory restriction is the restriction on player memory. Do you want to remember 30 separate now-useless keys and what they correspond to since you have no motivation to re-lock most doors and objects?
The convention is that "useless" objects that have served their purpose get deleted.
Now the weird thing is why this ends up being applied to books. You buy a non-magical book with a crafting recipe on it. You use the book, and your character learns the recipe. The book goes poof, even though other partymembers also need it. At least have the decency to animate them EATING the book instead of merely reading it if you're gonna do that.
I agree the memory issue was probably more of a perception thing than an actual concern. Though the timeframe we are talking about is probably 8-bit and I don't know what the actual RAM/storage limits were on something like an NES cartridge.
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rusty_shackleford
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I think originally keycards were much more popular than keys, yeah?
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rusty_shackleford
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Very, very few games let players relock doors so that's obviously a big reason. I know you can in Fallout, but other than that...J1M wrote: ↑ September 8th, 2025, 17:49The way keys work in games is not how they work in real life. Keys are not destroyed when they are used to open a door. And keys rarely open all of the doors to/in a building.
I think I understand the design evolution that led us to the current state. Assumptions:
1. One door with one key, destroy key when it is no longer needed for player convenience
2. Multiple doors with multiple keys, destroy each key when it is no longer needed (red key, blue key, green key)
3. Number of locked doors exceeds a small number (such as the number of colors or zodiac symbols), conventions around destroying the key when used and memory limitations put pressure on the idea of tracking each key individually
4. Memory restrictions lifted, but now conventions are cemented, and the conventions can be leveraged for the feeling of choice/freedom/resource management
Does anyone know the earliest game to do step 3?
Obviously, there tend to be a lot of good reasons to want to do so unless it's a very linear game.
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Deus Ex's solution of giving the player a keyring also solves the issue in a way that doesn't clutter the inventory or cause cognitive load.
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rusty_shackleford
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I think games mostly treat them as "quest items" which similarly are disposed of when used, I assume to not confuse the player. It's just telling you that "no, you don't need that anymore"
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Yes, but there are also games that treat them as a consumable commodity like Hexx or Zelda, where you have 3 silver keys so you can only open 3 doors and the 4th door will block your way. Which is an emergent property that has been leaned into by some games.rusty_shackleford wrote: ↑ September 8th, 2025, 19:59I think games mostly treat them as "quest items" which similarly are disposed of when used, I assume to not confuse the player. It's just telling you that "no, you don't need that anymore"
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rusty_shackleford
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Ohh okay, I see, I think I was misunderstanding you.J1M wrote: ↑ September 8th, 2025, 20:10Yes, but there are also games that treat them as a consumable commodity like Hexx or Zelda, where you have 3 silver keys so you can only open 3 doors and the 4th door will block your way. Which is an emergent property that has been leaned into by some games.rusty_shackleford wrote: ↑ September 8th, 2025, 19:59I think games mostly treat them as "quest items" which similarly are disposed of when used, I assume to not confuse the player. It's just telling you that "no, you don't need that anymore"
I never really played these types of games
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Quantum keys. Whichever door you use the key on is the one it was meant for - it doesn't open any other.
