Sometimes I do things and they seem pretty obscure, and I’m like, “Oh, not many people are going to get this,” and in some cases if it’s not a very good idea in the first place, it’s like “We’re just going to cut that, because it’s not that good, and it’s 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 it’s not a requirement for everybody, but the people who get it can get it, and the people who don’t need to get it or don’t like it don’t have to.
The way the game is structured is there’s a tremendous amount of optional stuff. To actually win the game there’s a certain amount of things that you need to do, but only a very small portion of it is required. There’s 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.