>" Be sure to make your consequences clear and visible. When consequences are too subtle, players won’t see them. Bring back stuff from earlier in the game at the least expected time. Design for the visibility of consequences; investing in something not telegraphed well is mostly not worth it. Figure out how to the player visibly see what the consequences will be." Disagree with this and I think interestingly enough…
My favorite example of this was Ash Lake in Dark Souls 1. In one of the most difficult and miserable places in the game there's a random tree with a chest in it. If you happen to hit the wall behind it, you'll find it's actually illusory, and be rewarded with another chest. At that point you probably think you've already found the secret, but if you move being the second chest, you'll find this wall is illusory as well.
You'll walk down a path and find that this tree is actually hollow, and proceeds into the ground for hundreds of feet. You can try to make it down, but it's quite the gauntlet: you have to deal with irritating platforming, and enemies that will curse you and remove half your health.
If you have the patience to make it all the way down, you emerge from the tree and are greeted with one of the most spectacular vistas in the game: a seemingly endless lake stretching to the horizon, filled with gigantic trees, each hundreds (if not thousands) of feet tall. If you then make the journey all the way down the beach, you'll encounter an amazingly bizarre (but peaceful) dragon.
All of this hidden at the bottom of a miserable swamp behind two unassuming illusory walls. It's so magic the first time you find this, and it reminded me of playing games as a kid, where the possibilities of what might be around the next corner felt endless.