...without frustrating new or the average player. I really like this feature in games, but I'm wondering about good ways to include them.
For example, let's say you're in the first dungeon of your game. It's pretty soft, since it's mostly about just getting the player familiar and comfortable with the mechanics of your game. However, let's say you have one room that is guarded by a particularly tough enemy. If you can beat this enemy you get a really good treasure item, but for the new or average player, beating this enemy (or beating him and making it through the rest of the dungeon) would be difficult / frustrating. It's a completely optional fight but the player might not realize that this is meant as an optional challenge, plus some players just like to check every nook and cranny before proceeding to the boss. How would you include this kind of thing in your game, or do you think that it's not really viable in most games, since the risk of frustrating many players is too great?
For example, let's say you're in the first dungeon of your game. It's pretty soft, since it's mostly about just getting the player familiar and comfortable with the mechanics of your game. However, let's say you have one room that is guarded by a particularly tough enemy. If you can beat this enemy you get a really good treasure item, but for the new or average player, beating this enemy (or beating him and making it through the rest of the dungeon) would be difficult / frustrating. It's a completely optional fight but the player might not realize that this is meant as an optional challenge, plus some players just like to check every nook and cranny before proceeding to the boss. How would you include this kind of thing in your game, or do you think that it's not really viable in most games, since the risk of frustrating many players is too great?


