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(+3)

I'ma use a dungeon as an example.

A dungeon that has a big monster at the end has provided the material for a climax, which is a narrative piece (whether you want to call it a 'beat' or not, dunno; that's not my terminology)

Foreshadowing and building up to that monster by having things like the giant claw marks here, the weird cult of kobolds that pays homage to it in the cave over there, and so on, more firmly establishes it as climactic - it improves its quality as the narrative device (beat?) of "climax".

D&D and many other games have bits pointing this way all over the place; they just aren't typically explicit or direct.

Making them more explicit, in the sense of Do This To Get That, is useful.