As the other poster said, plenty of people play Hallow Knight without taking notes. For people who do want notes or use a wiki, it's often for fairly simple things, like trying to remember exactly where a closed door was.
This is quite different from a game like Myst, where most agree note taking is a necessity (I believe the box came with a notebook). For people who haven't played it, imagine 5 or 6 escape rooms linked together, with clues spread throughout, so the first thing you look at in the first room might be something you need to solve a puzzle in the last.
Likewise, the impact of the two games is different. Hollow Knight is a popular indie game, but it's still sold a fraction of the copies that AAA games do. Myst, on the other hand was the top selling computer game for _years_. Often people who never bought any other computer game bought a copy of the game.
Cyan still makes games, but they're niche games that don't have anything like the cultural impact that Myst had.
Likewise, I don't think Majora's Mask should really be compared to games with forward moving time mechanics. It has a time mechanic, but it's basically on a repeating hour schedule. If you miss something, you can just come back to the cycle again.
This is the opposite of games with real time mechanics (time measured in actions - "real action time"?) like The Colonel's Bequest or The Last Express, because the latter games decidedly _don't_ repeat. If you miss an event in the game, it's gone (granted, Titanic isn't quite at that level). Though I suppose such games have always been a bit rare.