Yeah, games do that now.
Batman:AA drove me crazy by telling me hours into the game and after having it done numerous times that I can press button A to smash a wall.
And then there are quicktime events.
These days, some games feel like they're playing you, not the other way around. Like the game says: "Push A you little monkey!"
I hate hinting in RPGs. There have always been stupid RPGs that just told you to find some dude so you had to mouseover and/or approach every NPC to read his name. I never liked that.
But now they're just putting dots and distances on your radar (oh, how immersive) and big fat arrows on your target. Once again, it feels like the game is playing me. "Go right there a--hole, right where I put the arrow!"
Good RPGs have always been great with telling you: Find 'Dave', he's a stocky dude with a red helmet and usually hangs out by the giraffe on the eastern marketplace. Boom. Is that really so hard?
I'm all for options, though. Give people who are only interested in the storyline and/or the fighting fat markers. But make them switchable and give good directions.
Also, since so many people talk about difficulty, I don't want to spend hours battling one stupid boss. For me, make an option to have bosses just twice as hard to kill as regular baddies, not a hundred times.