Sometimes I do things and they seem pretty obscure, and Im like, Oh, not many people are going to get this, and in some cases if its not a very good idea in the first place, its like Were just going to cut that, because its not that good, and its not going to work for most people.
But if the idea is good, what you really want as a designer is other ways of incorporating that into the game where its not a requirement for everybody, but the people who get it can get it, and the people who dont need to get it or dont like it dont have to.
The way the game is structured is theres a tremendous amount of optional stuff. To actually win the game theres a certain amount of things that you need to do, but only a very small portion of it is required. Theres all these different areas you can explore, and you need a certain number of them solved, but no specific one of those areas have to be solved. Seven of them out of 11 have to be, and you can pick.