A key part of From Software's design ethos is to strip down to the essentials, and in Elden Ring that process strengthens exploration and discovery, the heart and soul of the experience. The studio's games typically give the player very little while asking a lot, and Elden Ring is the most obtuse and demanding of its games so far. This is largely because everything you've come to expect from modern open-world games is absent; for instance, there's no map until you find an item that reveals the topography of a region. Even then, the points of interest in that region aren't marked until you've been there and seen them. There is no minimap, just a compass to show the cardinal directions and any waypoints you've placed.
Characters, meanwhile, aren't desperate for your attention; as with previous games, the quests they task you with aren't noted down or tracked in any kind of log--it's up to you to do your due diligence. Areas you go to won't be gated depending on your level, and there's no clear indication on when you should go to key locations. The best you get is at the Sites of Grace, which function as rest points in the same way Bonfires, Lanterns, or Idols did in other titles. At each of these sites is a dim trail of golden light pointing in the general direction of… something. Perhaps it's the next milestone in your quest or maybe it's just another area that has a dungeon--the only way to find out is to make the journey.