I remember looking forward to figuring out the intricacies of a game on my own. In Ultima Online I ran into the savage wilderness and chatted on ICQ with guild mates trying to decipher where dungeon entrances were located or the best methods for crafting, and it fun discovering these things. Most current games explain everything to you, even popping up windows with paragraphs describing obvious mechanics.
Patrick Klepek of Giant Bomb interviewed game designer Tyler Glaiel about his game "Closure," which has absolutely no text.
"Lots of people applauding closure for not assuming the player is stupid,” wrote designer Tyler Glaiel on Twitter a few days after the launch of Closure, the game he’d been working on for the past three years. “That’s a comment that shouldn’t even need to be a comment,” he said. “It’s just sad that so many other games don’t do that, but it’s become a plus for games when it should just be expected out of them.”
Respecting the player's intelligence and retaining the feeling of awe and wonder of discovery is definitely something we want to focus on here at Foolish Aggro.