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But these secret tombs and undercity, forgotten areas have a huge potential on pretty much all levels, even on the surface as a natural, organic, obvious tool of game expansion and long-term support (free or paid, when talking about potential DLC).
These hidden areas are great venues for experimentation and diversion from the normal, established gameplay in the mainline content.
I never was a huge fan of undead enemies in the Thief series, nonetheless, it's still a great place to introduce unusual, quirky enemies, that don't fit the existing roster. Even if they would be just plain animated skellies, phantoms, lizard people or whatever else, it's still more variety.
Same with the level design.
I'd like to see more FPP traversal puzzles. Such an idea could be taken as a joke 15-20 years ago, but now tech and know-how evolved so much, that such a playstyle is more than viable, as mentioned Thiefs or games from Arkane have proven more than enough, even by the time Dark Messiah.
Weirdly enough also first Call of Juarez came to my mind, despite a small number of such challenges, and most of them were also just the utilization of a lasso tool to climb mountains or building ruins.
Also, such temples, tombs are more than ideal places to introduce some cool, unusual loot. Magic rings or crystals/gems, that can't be replaced in Doctor's ring, maybe amulets or pendants (new inventory slot), on top of unique valuables and treasure- not only for sale, but for barter to exchange it for unique items in the 'main' world or to use as a gift/bribe, to buy sympathy of NPCs to open new areas, pathways etc.
Possibilities are endless, but at the same time, I'd be fine if this would end up being just a tease and material for fan fiction, to maybe be expanded in Gloomwood2.
Does it even have anything to do with the area you're talking about?