This thought has affixed itself in my mind because I've been remembering late nights having long conversations with someone about this, especially in regards to level design.
Too many games lack level design with clear visual lines, contrast, or lighting to guide players. You can do some really cool, subtle things like having the path back to your base be wide and clear, in contrast to the side-paths being narrow and cluttered. Combine that with lights, ensuring maximum sight lines on the main path back, and maybe a visual breadcrumb like a torch - and you have a navigable level.
Instead, video game levels are frequently laid out with equal weight given to each path, and the visual clutter is uniformly "high fidelity" across them all (full of visual noise). This makes it hard for players to backtrack and causes them to get turned around easily; there isn't a distinct, intentional visual landmark.
Many games have a problem with putting too much detail into everything in their levels in general, pursuing extravagance in every corner. This oversaturates the world, dampening the impact of key visual vista moments. Worlds should be allowed to have plain areas and dull moments to highlight the punch of those exceptional moments. On purpose.
Tutorials, Too Toriel