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I have yet to get the demo, but I'm planning on it (terrible download speed)
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Now that I think about it a bit I'd also say that Assassin's Creed has large sections that suffer from this problem. Most people would call this a "nonlinear" game; it's certainly an open-world game and you can do lots of objectives in whatever order you wish. But those objectives are all laid out on your minimap, and the order in which you do them doesn't matter at all, so much of the game devolves into running straight for the nearest icon on the minimap, then repeat. Once you tunnel-focus on Pavlovian minimap-icon-chasing the game flattens out, and it only brightens back up when occasionally there is some difficulty in actually finding a path to that minimap icon.
Obviously the designers of AC thought that most players would be lost and frustrated without the minimap icons, and that's probably correct. I know you can turn off portions of the HUD; I didn't try removing the icons because for me I think that would have swapped one set of problems for another set. IMO it's not a simple question of "icons or not"; the game needed more baking to find some solution that help guide the player while still allowing them to be an explorer rather than an icon-chaser.
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