It's not exactly a make-or-break issue in a game, but I think I understand what Broly is getting at.
Think back to any time you
ever got the grapple beam in a Metroid game. Did you exit the same way as you entered?
no, you grapple beamed your way out of there, because walking and jumping and shit are for pussies. You did this because Retro/Nintendo are smart, and realize that players need to learn how to use items in a safe, no-pressure environment before they have to use them while dodging lasers and shit and killing space dragons or whatever the area boss is.
"Looping" level designs compliment this, and keep it from feeling unnatural. Grabbing the bow in Zelda then having the door behind you lock until you shoot some inaccessible target has the same seamless, no-pressure tutorial thing going on as the above example, but it feels contrived as all
. Using the bow to allow the player to progress to a different area (shooting the rope holding up a drawbridge or something, I don't
ing know), even if it takes them back to where they came from, keeps things feeling natural. And when things feel natural, the player is less likely to thing, "Oh. This is the bow tutorial."
And... well, that's just
good, okay? Generally speaking, that's the sort of thing that
shouldn't be brought to a player's attention.