His point rings true, but at the same time, one thing we have today that they didn't back then were these large, enormous worlds. With the map so large, it's by far easier to copy out a few textures for most of the whole map. And since so much of the world map looks identical in terms of desert/city/mountain/forest, it's hard as hell to build regions into our minds. You look at old RPG's, where every place you go is distinct, with it's own regional environments, and you can easily realize that you can go out and find things in specific places by getting hints like near the water, on the beach, or on the path south of some forest hermit's cave, and you know the region where to look. We can't do that today, not to the extent we could before. We'd be talking about damn near the whole map, if we weren't extremely explicit. So, instead of exploration now, we put up map markers to distinguish things.
We all have games where we know every twist and turn, whether it's a map on a shooter, an old RPG we've played over and over again, or something retro like Pac Man. But we look at how open the world is now, and we know that we'll never see all of it. We can't go from the forest to the plains to the hills to the mountains to the desert to the ocean, anymore. We go from semi-mountainous terrain to slightly more or less mountainous terrain. There's no distinction.
I have no contention with a journal system, though. A place that records and logs small snippets of things, hints for lootable places, unmarked locations, and interesting places I'm all for. I'd love to see a system where things have a way of assisting your GPS on a gradient, with a minor cross referencing system. If you found a scrap of paper saying "HEy JohNNY, Hid the CAsh in Our UsuAl STAsh, TERRi", you'd have no marker. But, if you then found a note/audiolog/whatever saying something like "Terri, after we escape, hide stuff by the old tree outside of [town name], Johnny", then if you already knew where the town was, a marker or minor quest note would appear in your log. If you didn't, then nothing would happen until you either stumbled across the town, or found someone who knew where the town was. Maybe a library feature, where you could go and search out specific information. Hell, they could even make that a quest, Fallout 3 style, where you're mapping locations of places because maybe there was a fire in the library, and a lot of the locations of things are missing.
But, having the current graphics system where everything looks the same, without an indicator system is a recipe for unpleasantness. Not being able to get around, relying only on luck and coincidental memories mean people won't be having as much fun, because most of their time will be spent looking for the fun they're trying to have. So really, what's holding us back from the in depth games of our past, is that we're limiting our environments.