Watching game dev talks and reading articles about 'good' game design, it seems consesus a game should always make the objective obvious to the player, making clear what 'skill check' is being made and what to do to advance in the game.
Thinking about this, I don't agree. Figuring out what the game wants you to do was an important aspect of older games like e.g. Silent Hill or Castlevania: Symphony of the Night.
In Silent Hill you have a map with marker notes on it, which add up progressing the story. These notes are more a 'log' of what happened, than a 'to do list'. Newer games, instead of kindly pointing the player to another part of the level, tend to be too helpfull, providing specific instructions on where to go and what to do there.
Is this type of challenge deprecated? In order to increase the market penetration of games? Or are there objective reasons to abandon this approach to game design? What are alternatives to this kind of challenge?