Smelling gives color, shape, specifics to otherwise bland "superhot" looking environment.
Idea of being on a walk?
Tap RT repeatedly to sniff, get more information, dive deep or go wide
Tap LT repeatedly to fight against the leash, tug on the owner, maybe a "good dog" rating for the walk at the end based on how compliant. Make it part of the game to balance the tug versus the sniff.
Make multiple walks required to "discover" everything by sniffing some areas on one walk, and others on another walk. Dog Detective?? Answer to who is pooping on my lawn
how do we overcome the trappings of a player who is used to visual representations? sniffing should not just give more visual information. what does a dog "see" with their nose? perhaps almost preternatural for a human to "smell" like a dog = to us, seems like ESP. Gain intuition through sniffing = nudges designed on the fly. A scene will include level designs that direct a player (via lighting tricks, etc.). Absent a sniff, player does not have those cues