They even used yellow markers, explicitly parodying the yellow paint they've been putting in AAAA games to show players where to go next or what crate to break.
I think part of it has to do with reasonable software design principles around affordances and discoverability making their way to game dev. I think the relationship of user::app is completely different from that of player::game. When a user takes 2min to find the button that means the button should be easier to find. When a player takes 2min to find the chest, it could mean a lot of things but it doesn’t necessarily mean the chest needs to be easier to find.
That’s my morning subway take, at least.