>>42303i used to be into 100% completion, eventually looking up guides for things i might miss. for smaller, decision-based rpgmaker games this experience can be bearable, because a lot of the time you know what you want but not what you're getting. i think most types of missable content are bad game design though: what's the point of something deliberately hidden so many players won't see it? i just want to have fun playing the game and not open a guide every few minutes or constantly feel like i just missed something. night in the woods, which i'm currently playing, is somewhat of a counter-example, where many interactions are optional yet the barrier to them being usually quite low.