While I agree with your assertion (that it should be fun), I think the larger point is simply one of character motivation. A waist high fence is, at best a mild inconvenience - I should never need a key to open a gate to get past one. A rickety door is another - why search for a key when my strapping hero can simply kick the door in? Going to the 9th circle of hell and retrieving a key from Satan's festering colon to open a barrier that has many more reasonable ways to bypass simply implies that my character is a moron.FinalHeart95 said:Rule of Fun in my opinion. Yeah, it would be easier to just knock down the weakest door ever, but it would a hell of a lot more boring than going through Hell and back to get it. Just my opinion though, because for some people the amount of stupidity of some side-quests is enough to break that fun. Just not for me.
It's not a plea for a designer to come up with a way to implement every possible reasonable solution, but simply a request that if we are sent on a fetch quest, make it clear that this quest is necessary. If we want to be frank, most game objectives boil down to one of two things: kill something or find something. When these two basic quests are well constructed and meaningful, there isn't a problem. In Fallout 3 you spend most of the game looking for your father or the G.E.C.K.. If you think about it, the entire game is essentially a quest to push a button, and all you have standing in your way is kill and fetch quests.
Most people don't complain about such quests and the reason is simple. If the core combat mechanics are enjoyable, kill quests are, by default, fun. If a fetch quest offers a reasonable progression of the story then the player gets their fun there as well.
Of course, one could also argue that we need additional quest types in our games. Other than the previous two, there are are only two others - puzzle solving and talking to an NPC. Generally speaking, the latter is simply a specific incarnation of the fetch quest. I suspect this is a direct result of the rapid evolution of games. Rescuing the princess or killing a monster are goals that are easy to convey to a player and can be implemented without much in the way of technology. The problem is, I have played games for so long that I am utterly incapable of coming up with a viable alternative and I suspect this is the problem in general. How does one demonstrate progress without killing, looting or puzzle solving?