Except that since we're designing the game around a smoothscrolling camera, it's adding a fixed camera that would break the gameplay. You wouldn't be able to see the enemies just in front of you as they fire at you. You'd chant and activate a bird portal just out of your sight, sending Mudokons running into a pit you weren't aware of.
There are only two significant changes that a smoothscrolling camera means. For one, you can see what's coming. You don't run into a new screen and suddenly notice a minefield in front of you. This reduces the risk of cheap, frustrating deaths.
For two, there are no arbitrary lines through space that magically affect character AI. When you've woken a Slig and walked out of range, you can see if it's fallen back asleep or is staring straight at you. Yes, this means some puzzles will have to change to a lesser or larger degree, but there are very few (possibly zero) that will need to be removed or ruined.
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