| http://www.w3.org/ns/prov#value | - Some other examples might include pitfalls in roguelikes (moving you up or down a level), gaps in adventure-y platformers whether they be 2D or top-down, colour-coded teleporters, be they visible or not, [[KaizoTrap door/pipe/etc choices with no obvious hints]] such as the entire purpose behind the game Section Z (one notable choice near the 60% mark sending you back to the fourth room of the game
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