Thread:Deathstalker666/@comment-1496755-20151224121621/@comment-3547390-20160404053010

I thought Tom Hall left due to the game not being a RPG, instead going for simplicity and being "dumbed down" from the concept he had originally written. I didn't think he would have any problems with gore after Wolf 3d.

Yes, Tom Hall's biggest contribution that I am happy remained was his emphasis on exploration and nonlinearity. I hate pushwalls, but it was the start of hidden areas and the focus of rewarding exploration (since it seems stuff like Catacomb 3d didn't have such a rewarding system). It was a necessary step that I am happy happened, just like I am happy we moved past it instead of keeping pushwalls around as we found better ways to implement hidden areas. Better than no exploration at all.