Oh, another issue I recently have some troubles with!
In one way, the problem lies some what in the questions: "Is okay if the player miss content?" and "How much should I force the player to find content?"
Since we (frictional games) make very story oriented games, there is often a lot of info that the player needs to get, some more important than other. I am against spoon feeding the player with information, but at the same time not too much should be missed. We try to make most of this information redundant, but one does not make repeat things too much either. For some bits, it is not that hard, but it can be kind of hard when some piece of information is very important. Near the start of our upcoming game, we have a piece of info that is kind of crucial for the player to get, but it is possible to skip it. So should this be forced by some cheap trick like denying the player to progress or just force feeding the info (eg enter a room and it is automatically shown). We settled on making it highly unlikely that the player miss it, since we thought using cheap tricks would just spoil immersion and this was not good especially this early on. I think that it is important to take risks with interactive works and not always force the player down certain paths. Often so few player miss out on it, that it is more than worth it for all the rest that get the intended experience.
Another way this is a problem is when wanting to have a certain situation and atmosphere. Another part early on in the game, the player needs to find two pretty visible objects in order to progress. However, one of these is in a room that is not that easy to spot. The reason for this is that we want the player to wander around the dark and make them feel unsafe. Making this door visible would severely decrease that feeling and destroy the mood. So in this case too, we opted for freedom instead of forcing/spoon-feeding the player.
So to sum up: For me it is all about what is intended. If you want the player to feel lost in a forest, then always giving directions destroys that feeling. However, I think one should always try and make an easy start before making giving the player too much freedom. I think one can start the game by doing your best to educate the player at the start. Once the player understands how the game is played, I think one should only concentrate on creating an experience and never sacrifice that to be sure that everyone gets it. This is at least how I want to do and I cannot say that I always follow it, but I try to at least