Has anyone done diegetic navigation overlays in games?

It always bothers me when you're playing someone that's lived somewhere for decades, but you as the player spend hours taking wrong turns through a maze of streets, all alike, trying to find "the clocktower" or whatever?
Let's take Thief as an example (as if you didn't know this was coming).
When Garrett is out and about in the streets of the City, some kind of navigation thing could pop up at crossroads that basically tells you "left for the docks, right for the thieves guild" or whatever.
You could even fill this out with places you've encountered during gameplay, so you could have sections on city streets that just pop up cross street names, but once you've gone to a place in a previous mission, *that* pops up as well, maybe even purely as grounding decoration.
Now, of course, the *real* fun starts with the... more out there missions. For the Bonehoard, for example, Garrett's internal sense of direction could be reduced to "dead people", "more dead people", "probably even more dead people" or something along those lines...
And when things get *really* hairy, like say, the Trickster's realm... you could be reduced to "????", "wtf", crossed out placenames...
Okay so maybe my idea of fun isn't everyone's cup of tea, but I still think it could turn something that often becomes a crutch that takes away from people's experience of the world you crafted into something that could *add* to it
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