>>725336302 (OP)
>Why can't games just tell you how to do the fucking things IN THE ACTUAL GAME
TL;DR: In well designed games wikis are used as cheats to skip a tedious mechanic. In badly designd games it is a requirement to use the wiki to know how to play right.
Sometimes it's a feature.
Stardew Valley's wiki helped me avoid all the trial and error in gifting.
And Graveyard Kepper is a must to skip the alchemy learning curve.
So it's kinda like cheating since the above games expected you to try all the gifts, or learn what resource produces which alchmical ingredient; it helps you to skip that part and focus on the game's other more enjoyable mechanics.
Also Stellaris' wiki helped a ton but that's a given in such a complex game.
For other games, like Terraria, it's a flawed design to have no way intuative or learned to know key facts about the game. Like how to harvest meteor, or where ingrediants for specific potions spawn, or that building arenas for boss-fights is a good idea, or how to deal with hell's hostile environment etc. etc. etc. Some you learn by youraself and that's good design; like build really high and you'll find sky islands exist or destroy enough shadow orbs and summon a boss that might make you freak out. But it seems the devs don't really care which mechanic is good and which is bad and kinda crammed it all in there.
Don't Starve is also en example of a badly designed game that wiki use is required for you to know how to play at all past the basics like making a fire at night. Some is trial and error and some is completly arbitrary. Oxygen Not Included is another one that you'd have a bad time playing without community support.
Other than Terraria and Don't Starve and ONI no other game comes to mind that has bad design as opposed to just a steep learning curve.
I'd elaborate about DS and ONI but I'm reaching char limit.