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I have yet to get the demo, but I'm planning on it (terrible download speed)
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- First, don't put the vantage points on the minimap. They're huge towers and stuff; the player should be able to see them "in the world" and decide to go climb them, just because they look like good recon positions.
- Second, don't instantly reveal the various objectives on the map once you climb a nearby vantage point. Instead the player can get an objective marked on the map by looking at it (again, "in the world") and pushing a button. Kinda like marking stuff with the binoculars in Crysis. And if you can see an objective you can mark it; you don't have to be on top of a designated vantage point, but the vantage point (being a tower or whatever) would give you the best chance to see lots of stuff, and perhaps a bit of a zoom effect from your "eagle eye" ability.
Those two changes would get the player thinking more about where to go, and examining the lay of the city. For substantial improvements, you'd also need to give the small objectives more interaction with the primary assasination goal, and perhaps with each other. So that the main goal and some of the small objectives would give you clues about where to look for more of the small objectives; and after finding multiple objectives you might want to consider which to do first (some might even be mutually exclusive).
Maybe the result would be a big bag o' crap, what do I know. :-) I do think there's a better solution somewhere in the design space, compared to what they released.
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