Now in that case, of intentionally disorienting the player, you need to give them a way out so they can try again.
In this case, we're talking about technical specs doing it, not gameplay choices.
Half-Life showed the way, it was the first big game I recall where being told to go to the Boiler room, meant you looked at the wall and followed the arrows marked Boiler room. No more red card for red door or wondering why this room identical to all the others had special significance.
Actually, that was probably first found on Duke Nukem 3D or any of the build engine games... or any good FPS after Doom. Doom was a carnage based game, where level design was abstract and unrealistic because 22 years ago optimization was much more important than "detail". Detail isn't really arrows marking the boiler room. Detail is figuring out something works because it should work. Nowadays that's fairly easy: the point is that detail apparently can't go hand in hand with mainstream releases for much more of the same reason why Doom's cities looked like lego remains of a kid's creation: they focus on the extremely streamlined gameplay, probably because they know most gamers won't stop and marvel like a jackass as we did when you first played Crysis and watched the dawn.
Windows 8 is a catastrophe only for those who use Windows. For the rest of us, it is the greatest Microsoft operating system ever
FTFY
I'm pretty sure you will find a way to claim it does, but that makes absolutely no sense.
All life evolves by the differential survival of replicating entities. -- Dawkins