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I hate hand holding in video games. I strongly believe that a good portion of Minecrafts success can be attributed to the very, very few explanations the game gives as how to play it.
Kingdom Hearts 1 was hard at points because you were just not sure where to go or what to do. In Kingdom Hearts 2 you had a constant goal and marker infront of your nose.
Breath of the Wild I think is another such example. Just do whatever - with this statement a game forces you to really be in the world and not just working on a checklist.
From Software games I think are even a bit too obtuse for me. Sekiro was way better in this regard than Bloodborne - the only two I tried (and I loved Sekiro).

Handholding is also linked to dicipline - often enough markers and maps and explanations can be turned off - but I don't usually do that, thinking something like: yeah, but it is way faster with all the shit turned on. - I heard someone saying once that they had the best gaming experience of their life after they turned off just about everything in The Witcher 3. All the explanations are in the game itself - you don't need menus and huds and the likes. Just look at your surroundings and you will find what you were looking for - or something better.

I truly hope games (especially open world, but everything really) start to be less in your face about objectives and questlogs and markers and waypoints and minimaps and combat-timing-indicators,...

When I hear difficulty in games I usually exclusively think about combat. But part of it surely also is to find out what your objective is and how to reach it. Overcoming a tough enemy feels really good. But being lost and exploring and than finding the thing you were looking for by using the in-game world as your guide feels just as good. Combat can be hard in many games. But hand holding is turned up to 11 as default in most modern games I feel.