https://arstechnica.com/gaming/2022/07/ ... eneye-007/
The best example of how the team’s inexperience benefited the final product is in their “backwards” or “anti” game design process. Today, much of the advice on FPS design says to start with objectives and work backward from there—tailor your level spaces to your objectives instead of building level architecture with no idea what will happen within that architecture.
This really enhances the game I think. Most games lead you around by the nose, only letting you explore areas integrate to completing your objective.