I also think this signals a change in how games are played these days. There are many players that don't want to be challenged or explore, they want to complete tasks and get rewards. Some of them don't really care that much about the actual gameplay, as long as there is a quick way to complete sets of tasks and get their rewards. Some of my friends are like this, they blast through games without looking at anything…
> I like exploring and discovering and figuring things out. I understand this is very common, but for me: "discovering and figuring things out" in games often becomes: "guess what the game devs want me to do." Oh, is there something on the other side of that hill? Meh, not really. What about at the top of that cliff? Oh I can only sort of climb it? Should I keep trying or am I just going to hit an invisible wall? Is…
It's not just about setting up start and end points, a challenge between them, and informing the player of the mechanics involved at least once beforehand. For any teaching on a topic with a broad audience there will be different attitudes from the students and how much prompting is needed, they may be returning to it after a long break, you might be drawing from lessons a long time ago. Then most games try to put that in an immersive world without breaking the 4th wall more than they can help it and have the challenge fit and be plausible within it. Graphics and detail levels are constantly increasing, and may be variable depending on the user's system which can obscure/reveal any hints/prompts or deliberately hidden elements they needs to see to progress (and similar with other senses).
And after all that, the range of players need to hit a Goldilocks "just right" amount of resistance so it feels like a fair challenge to conquer, not be drawn out of the experience, and whatever extra goals are laid on top such as slowing pacing so story/lore/character conversations can play out.