Doing nothing in games should be meaningful.
Why it matters: In game design, not pushing a button can be just as important as pushing a button. Choosing not to do something should have gameplay consequences.
For example: Say you have a treasure chest in your game that the player can destroy to earn a reward; what are some ways to reward them for not destroying it?
Maybe they could:
The bottom line: You can increase the depth of a single interaction if you consider how the player can benefit from not doing the interaction. 🕹️