Reward the Gamer

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In life we face limitless opportunities. Many of them we turn down for fear of rejection or failure. In traditional video games, this behavior is encouraged by trapping the gamer or by punishing for curiosity. Examples of this include gravity traps, spikes, enemy regeneration, trial by error, un-hinted combination systems, poor in-game documentation, and random number-based puzzles. A treasure chest guarded by a gang of powerful, not-so-easily-defeated monsters should not just contain a piece of "Cloth" (e.g. Final Fantasy 1: a chest containing "Cloth" guarded by 3 Mages in the Ice Cave). What a gip!

Gamers should not be punished for trying new things. Experimentation, not paranoia, should be encouraged.