sigmaZ
Member
very much agreed...
I think it's a bit more nuanced. For repetitive activities aimed at completionists, I think icons and checklists are vital for the sense of completion.
For explorative elements however, I think the activities that aren't checklisted should be as varied as possible. Herein lies the problem with BotW and TotK's approach. There's lots of repetitive activities that are hard to keep track of which can fatigue more casual completionists. The balance of this though is to keep the check-list content meaningful, worthwhile and limited.
The joy of random exploration however should be random encounters and things that are least expected. These include things like enjoyable activities and minigames, etc. as well as unique items and equipment. (This is something that Zelda does fairly well by having NPCs reveal locations on the map).