Role-Playing Concepts & Techniques

Jefklak's Codex has published a new article that takes a closer look at the various concepts and techniques developers commonly follow when creating a role-playing game. Here's an excerpt from their section about item placement:
I'll have to give some credits to Bethesda for integrating some of these ideas into Morrowind and Oblivion. If you really wanted to, you could steal every single object in every house: some plates, forks, vases, spices, you name it. If the owner sees you lending his furniture, he'll react accordingly. At least, that's the way we'd like it to see. There are enough exploits in these games which makes stealing ridiculously easy, sadly enough. Sell all items and you won't be needing any money as quest rewards anymore. It would be nice to see these items actually used. Besides, this process hardly involves any role playing.

In contrast, there are more than enough recent RPGs which kindly ignore the "careful item placement" concept. One example might be Troika's Temple of Elemental Evil. I love exploring towns and houses, but this game laughed at me while I repeatedly tried to open some closets or chests next to beds. You simply can't open them! They are part of the background. Yes there still are chests enough in dungeons, and ToEE is mainly a dungeon RPG since most of the time will be spent in the Temple. But still... The temple itself contains many large area's with cupboards and other interesting objects. All part of the pre-rendered background. There goes my Baldur's Gate-style exploring addiction. Even in all other Infinity Engine games, you could open drawers or check barrels.