A lot of gamers WANT the frustration of getting lost, if that's the cost of avoiding yellow painting. They very often value immersion more than convenience.
The problem may lie in making games/missions that are so linear that if they don't go where you thought they should, they can't go anywhere.
The problem may lie in making games/missions that are so linear that if they don't go where you thought they should, they can't go anywhere.
Comments
It's very possible to make critically acclaimed, short and sweet, yet very open games with no yellow paint.
Case in point: Outer Wilds!