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OnePieceMan

I think the description for 'think about how the developers feel' is a bit vague. A more practical example would be something like split paths. They all seem the same and the way to proceed and the way to split branches seem to same at first. But after a while you start to notice 'some' things. The straight path is usually the main story path, the paths that have hard platforming are usually optional, the paths that seem more complex might usually be the optional one, etc. Nothing about the game itself tells you it's like that. There might not even be a pattern. It might just be small habits from the developer that they put into a game that can help you do it. You're pretty much playing the "metagame", where you use real life logic or mechanics to help yourself in a game. It could work across games as well. Just take the dreaded yellow paint that is used as a pathmarker in many games. It's so bad that the moment you see yellow paint in a game you already know what its function it has. Even if you don't play the game and watch just a single screenshot.