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It' a combinations of factors:
- It's one of those situations where the solution makes sense, but because it's a videogame you're stuck with the idea that weapons don't have other uses and there's no point in inspecting them... cause if you do inspect the knife, the game will tell you it can be used in other ways. Which brings me to my next point...
- for some reason, the "Use" entry for the knife only appers if you stand by the door. And because the popup menu is so tiny and the font for the highlighted entry of the menu is dark blue over dark brown, you end up thinking that that entry is saying "Equip" instead of "Use", resulting in the player never pressing the USE entry. This is clearly not ideal, the UI shouldn't play against the player.
- the first message the door gives you is "Door is locked". Way too generic. That would make anyone give up on the idea of interacting with the old door , so they will instead focus on the wrong one. if you interact with the same old door a 2nd time, it'll tell you "The door is very old. The locks seems very weak", which yes is helpful , however , I don't know about you guys but IMO the first message should tell everything the player needs to know about that point of interest. When rules are firm , even the hardest of challenges will feel fair. On the other hand, when in a puzzle game challenges aren't fair, the game stops being fun. And at this point in the game, nothing suggests that you'll get different messages by interacting with a point of interest more than once.
Ah, the other door. I am a dumb.