Play Zork.
The idea of "quest items" as a separate category is a compromise to minimize the chances of the player entering a fail or lockout state.
More generally the things players find "annoying" are the ones that most create immersion. Because those are the ones that most closely tie the gameplay to an analogue of real world activity. Organizing, traveling, looking for hard to find objects, etc.
The trick is to optimize the frustration so that the player notices but isn't overcome by it. If the player doesn't complain then the experience isn't memorable. If he quits then it was too much. But if the players complain and still keep playing, that is where immersion happens.
Play Zork.
The idea of "quest items" as a separate category is a compromise to minimize the chances of the player entering a fail or lockout state.
More generally the things players find "annoying" are the ones that most create immersion. Because those are the ones that most closely tie the gameplay to an analogue of real world activity. Organizing, traveling, looking for hard to find objects, etc.
The trick is to optimize the frustration so that the player notices but isn't overcome by it. If the player doesn't complain then the experience isn't memorable. If he quit then it was too much. But if the players complain but keep playing that is where immersion happens.
Play Zork.
The idea of "quest items" as a separate category is a compromize to minimize the chances of the player entering a fail or lockout state.
More generally the things players find "annoying" are the ones that most create immersion. Because those are the ones that most closely tie the gameplay to an analogue of real world activity. Organizing, traveling, looking for hart to find objects, etc.
The trick is to optimize the frustration so that the player notices but isn't overcome by it. If the player doesn't complain then the experience isn't memorable. If he quit then it was too much. But if the players complain but keep playing that is where immersion happens.