Old School - Hardcore

In CU, there will be no blinking lines to follow, maps will be very simplistic and non-interactive (except in certain locations) and players will need to learn the world’s terrain to have the best chance to succeed.

Source: Foundation Principal 3

our players are not children and this is not an intersection crossing. Over the years many MMORPG designers, me included, have employed various devices and mechanics in order to increase our games’ subscription base. We removed points of frustration (I termed them “quit points” at Mythic), sped up the leveling curve (the argument being that games should not be harder to level than WoW), highlighted evolutionary or revolutionary new features to differentiate our games from our competition (extremely guilty as charged your honor!) and others too numerous to describe here. While this has brought about some very good innovations, it also resulted in the vast majority of MMORPGs becoming easier to player, simpler to master and more “hand-holding” that their earlier brethren.

Source: Foundation Principal 3