Chipperz said:
I always had it in my head that the key to Sledge's hideout was needed because it doesn't just unlock the gate, it activates the portal behind it - I have this whole theory that the portals are basically mini New-U stations that kill you off and recreate you at the exit.
The quest that pissed me off the most has to be the entire Thieve's Guild quest in Oblivion. Mainly the bit where you have to sneak through a monastery where all the monks are blind. Could I not just kill them all, then use the power of the Elder Scroll to bring them back to life? They picked me up in a jail, so they would know already that I'm fairly morally bankrupt...
That, or any survival horror door that requires a star-shaped pendant, an uncut ruby the size of a baby's skull and a three-speed vibrator to open.
In Oblivion, not killing off the Monks is
kinda justified, because the Theves Guild makes a big point of not murdering people, though they do drop that in the next couple quests or so.
What
isn't justified in Oblivion is the unpickable doors. I'm playing a thief who is probably the most accomplished lockpicker alive on Tamriel, I have the Skeleton Key (an ultimate lockpick from A GOD!) I could easily pick those 14 tumbler locks mentioned in the fluff books, and I cannot pick the door on this rickety old shack because it's tied into a plotline involving vampires!?
Fallout 3 has a similar issue with it's plot only doorways.
EDIT: Come to think of it, most of Fallout 3 boils down to this. Key 1 is tracking down your father (which works). Key 2 is finding the mcguffin from Fallout 2, because, you know, we didn't do that in 1998 (which would work, kinda, except the ONLY ONE IN THE WORLD IS WHERE!?, heh). To get each of these keys expect to run around aimlessly for others in the interrum. The entire game is goddamn fedex quests. I can't remember a single quest that was just, "Go out there and kill somethin' for me, would'ya kindly?"
STALKER, you're in a military instilation that was abandoned in 1985, it's now 2012 or so, the place is falling apart, and yet the auto lock doors still work. The LIGHTs don't even work anymore in most of the place. But the keypads do. You can't use a crowbar on the rusty door? Or even your knife if you're determined? Hell, you CAN wedge the doors open with a gun, but that is technically a physics engine exploit.
Knights of the Old Republic pulled two of these in a row on the first planet. First find the disguise, (never mind that your other party members AREN'T in disguise and standing RIGHT THERE), and after that pick up authorization papers, which, might be more justified if there was any point to it. The only reason these detours occur is to provide exposition.