I understand why they are there. When you are working with scripting code, itís surprising how so much boils down a few very simple interactions. So much of gameplay ends up being some variant of some very basic interactions. Kill Actor X. Wound Actor X to Level Y. Protect Actor X. Talk to X when Flag Y is set. Use Item Y with Actor X, or when Item Y is in your inventory. The latter is your basic Fed Ex quest element. But using it in something close to its raw, unadulterated form is lame and trite. Itís all about wrapping these basic elements in a dramatic and interesting story, after all Ė a pregenerated story of the designerís creation, or one that develops organically that the player creates by his own actions and those of the game world and its inhabitants, or ideally a combination of both.