Like some overall ideas and strategies that seem applicable to game design even decades later.
For example if you are fighting a boss in a jrpg which has strong homies, typically makes sense to focus on the minions first with Single Target abilities over AOE with how magic damage/mp cost typically scales in the genre of ST vs AOE. Or prioritize healer enemy first.
Or even the most basic stuff like when a boss jump's or slams the ground you instinctively jump, expecting some kind of shockwave.
Or in a shooter campaign, its good to have an assault rifle around because combat scenarios typically have a fair amount of ranged encounters, but sometimes close quarter, and assault rifles are generally fine in all scenarios.
Or in any unlocking system, if there are bonuses for exp or money or what not, get those asap.
For example if you are fighting a boss in a jrpg which has strong homies, typically makes sense to focus on the minions first with Single Target abilities over AOE with how magic damage/mp cost typically scales in the genre of ST vs AOE. Or prioritize healer enemy first.
Or even the most basic stuff like when a boss jump's or slams the ground you instinctively jump, expecting some kind of shockwave.
Or in a shooter campaign, its good to have an assault rifle around because combat scenarios typically have a fair amount of ranged encounters, but sometimes close quarter, and assault rifles are generally fine in all scenarios.
Or in any unlocking system, if there are bonuses for exp or money or what not, get those asap.