>>713345481I think it's (You) that needs glasses.
>>7133455531. Ditch First Person and Over-shoulder camera.
This FORCES the devs and gamers to approach the game in a way that does not frame it as an action game / shooter.
2. Re-introduce "room escape" style adventure game world design, where you explore a sizable, closed area for majority of the game, slowly unraveling its secrets and unlocking new areas as you proceed.
3. Actually limited supplies, preferably with limited save mechanic, to make every step and decision have weight.
4. Ditch any and all item shimmer / yellow paint / button prompt / "Waiddaminute, that card...!" hint system. The nu-AitD's "puzzles" were infuratingly braindead as-is, but most of the time the devs LITERALLY put the solution in plain text in the very same room.
Which ties back to part 2 on my list:
hide keys and puzzle hints ALL AROUND the game world, to force and encourage exploration, thus also potentially exposing players to new threats, which again should encourage smart route and equipment planning.