UI Markers and the Erosion of Environmental Navigation
DesignComments
I disagree that getting lost is a "core mechanic" for everyone. When you only have two hours a week to play after a shift, spending forty minutes wandering in circles because the landmarks are too subtle feels like a waste of time, not a design choice.
The frustration Greta mentions is why we saw the rise of the quest marker in the mid-2000s. We traded spatial awareness for convenience, and the industry just never figured out a middle ground between a hand-drawn map and a golden line.
We should consider this through the lens of accessibility standards, specifically the CVAA. Many minimalist navigation systems fail players with visual impairments or cognitive processing disorders, forcing developers to implement redundant markers regardless of their design philosophy.
That makes sense... but doesn't that explain why games like Outer Wilds use a physical map and compass in the cockpit? It supports the OP's point by showing that you can provide tools without removing the cognitive effort of navigation...