Feature Description Dangers Causality
Random playthroughs Reduce determinism / hinder strategy Make it clear what is and isn’t random
Multiple paths It can be unclear whether a path is redundant (in relation to a path the player has already taken) or meaningful Close unused pa options after a choice is made.
Transforming levels Player can visit the same place multiple times per playthrough and that location is different each time It is unclear whether a previous location has changed and is worth revisiting.
Increases complexity / is more difficult to design. Make it clear when actions are going to change the world, and when those changes have occurred
Gated maze Difficult to tell when a gate is opened. Sometimes player finds a key and doesn’t know / doesn’t remember where there is a locked door. * Place switches so player can see the the layout change

Mixing those three features makes it difficult to have clear Player causality.

Multiple paths and randomness

Multiple paths and randomness can conflict with each other.

If there were multiple paths but no randomness, a player can safely experiment with different paths and know they will be the same each time.

If there is a single random path, each playthrough will be different and the player would be led along that linear path.