I think good level design needs to be a combination of the intuitive and the opaque. If a player can predict the exact path the character is going to take you're going to have an extremely boring game. You need to guide the player by luring them with a space filled with interactions. You give them the perception that it's attractive to proceed in that direction. It's a bit of a catch 22. The best games tend to be both simple and complex. I think this is what makes a great level design.