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I have yet to get the demo, but I'm planning on it (terrible download speed)
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I don't think the "hey do this! okay now do that!!" method of game design is necessarily bad though. I think perhaps when it's noticeable it cane become a distraction. Dead Space was particularly guilty of this. That game was a constant stream of "oh shit I fucked something up, you'd better go all the way across this area to get a thing to unlock the next level" and my brain ended up breaking it down to "you need the blue key to open this door" and the design of that game because absurdly obvious to me in a weird sort of way. I still enjoyed it, but it was very blatant about being a video game, if that makes any sense.
So in that way I think Half-Life and to an even better extent Half-Life 2 are very good at guiding the player without making it absurdly obvious exactly what the designers want you to experience. Rather than someone constantly talking in your ear and saying "oh, go here now and hit this switch" it's more of a vague suggestion with a lot of visual cues sort of hinting at where you can go (even though there's generally only one way to go).
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