High difficulty is probably the most common conflicting game design aspect. It's a great motivator, until it becomes too much for you and you get too frustrated to enjoy a game. It's a learning experience and it depends on the person entirely. If you can keep up at it, then it can give you at the very least greater willpower and a stronger resolve....even in life because you're doing something you enjoy to begin with in playing video games.
My person most conflicting one would probaby be missables in RPGs. Especially if you have to be at a certain place at a certain time to get that thing, whatever it is: item, power, person, status buff, whatever. I can understand that it adds to the replayability, but it can be infuriating to know you have to start a whole new game over again to have a chance to get it. It's exciting however in that it requires you pay attention to every little thing and talk to every person in an attempt to get it. It makes everything you do that much more useful and a motivator in an RPG. It's also monotonous however...to keep checking everything. This is where making a game have a specific art style for every area useful as visually memorable, including all the characters you meet, which imo is even more important. So if that's done right, then I am completely ok with missable items. If every NPC in the game looks too similar and the places you go repeat too often in visual prowess or the NPCs look too much alike (adding on a larger world makes this even worse than if it were linear) the process of discovering things becomes monotonous by default.
Lube Me Up







