Dorateen
Arcane
I wish people would give concrete examples, though. Not just the names of the games but what features exactly are out there to be missed or found.
I'll tell you an example, which came to mind once I started thinking about the topic.
The original Pool of Radiance.
Players spend the game taking on missions, slowly piecing together the identity of The Boss, and finally infiltrating his castle. But the passage to the climactic confrontation and fabled Pool itself, lies behind an illusory wall. This was a game from 1988. All the wall sets and backdrops of an area look the same. There is no immediate indication that the room is designed differently. It is a wall that can only be found by walking into it and through it.
But wait, in that chamber with the hidden wall is another fight with a "false" version of the antagonist. He even comes equipped with powerful gear. That is classic misdirection. The player could find themselves defeating this cheap replica and wonder, "You mean that's it?" Not even realizing there is more to do before finishing the adventure. The only thing to tip off a player is if they have the sense to recognize that fight feels anticlimactic, and they continue to poke around the room.
Players spend the game taking on missions, slowly piecing together the identity of The Boss, and finally infiltrating his castle. But the passage to the climactic confrontation and fabled Pool itself, lies behind an illusory wall. This was a game from 1988. All the wall sets and backdrops of an area look the same. There is no immediate indication that the room is designed differently. It is a wall that can only be found by walking into it and through it.
But wait, in that chamber with the hidden wall is another fight with a "false" version of the antagonist. He even comes equipped with powerful gear. That is classic misdirection. The player could find themselves defeating this cheap replica and wonder, "You mean that's it?" Not even realizing there is more to do before finishing the adventure. The only thing to tip off a player is if they have the sense to recognize that fight feels anticlimactic, and they continue to poke around the room.