Top marks for using the word 'spelunking'. What a fabulous yet underused term.
I think the problem with AITD is that, despite the bravery of pulling away from traditional game design mechanics, it doesn't actually consider all that well what it's doing instead. Many of the design decisions serve only to make the experience a weaker one than if they'd just stuck with a standard setup. Innovation's only good if it serves a purupose. If it ain't broke, don't fix it. If it is broke, actually fix it instead of smashing it up with a hammer.
I think the problem with AITD is that, despite the bravery of pulling away from traditional game design mechanics, it doesn't actually consider all that well what it's doing instead. Many of the design decisions serve only to make the experience a weaker one than if they'd just stuck with a standard setup. Innovation's only good if it serves a purupose. If it ain't broke, don't fix it. If it is broke, actually fix it instead of smashing it up with a hammer.
