Some games have a design which the player is expected to 'learn' at various points and likely have somethging sprung on them which normally is fatal - requiring restarting now having to get back to that point and now 'Know' what to do or be ready for that.
Coin operated games were like this for a reason, they really were limited in all the games assest/levels so had to do alot of reuse to stretch the game) it was just sheer stubborness to get thru - little skill at all once you 'learn' where the hazzards are.and EXACTLY what to do
One hope to not have a game that way and allow a lttle more maneuvering and creativity in handling a situation - you might still be killed but maybe much less frequently. Discovering what tools can be used (to employ in many ways preferably) and what all they might be used for (the more you find out the more useful they become to solve things)
Of course that requires a better simulation where things happen/behave/react /interact as expected (ie- thing can catch fire -wood easy, metal much harder) one it has been revealed (' what does the gem of mystery do ?? if it was a screwdriver you would have a clue, but if the player is given opportunity to experiment with it and preferably not use up its "one charge " rendering it useless (unless that is the point some few things are supposed to be 'nothing else worked so this must be it' type usage