So, if you've ever heard of the survivorship bias, it was simply applied to aeroplanes that returned to military runways during the war, mostly survived but with damage, but the thinking by the top brass was that the planes that made it back were a metric for bolstering up the planes where they were hit and survived, however, what they didn't realize was that where they weren't hit was actually more evident for how the planes that didn't make it back should be bolstered, once this was pointed out, they fit extra steel where the survivors weren't hit, ergo, the survivorship bias.
The point being that, if you apply this to a game, say, TES 6, or for those more daring, TES 3, 4, 5 by the rebirth teams, designing the game around a lack of, say, the HUD or the pause map, you see things start to become more transparent, i.e. without a HUD or a map, how is the pc going to know where to go? Well, with dialogue options of course, or even better, eavesdropping, so if pc wants to know how to get to x, he'll have to ask or overhear, y, not sure however, if this system is in anyway like morrowind, but there you go.
This can be applied to a myriad of things, but I believe that, when thought about further, this strategy is beneficial to the final product