» Wed May 18, 2011 10:59 pm
I found the compass markers as aids to the sandbox. Without them, it became a quicksand box, because, used to games like Daggerfall and Arena, all I saw was a void on my map.
In Oblivion, the 'magical knowledge' of the locations of landmarks of interest helped with the exploration, giving an incentive to push on and find more by hinting at the locations of interesting stuff (I got a mod that made Wayshrines and doomstones compass markers, since they are such notable landmarks). When I was running to a quest destination, I'd easily get sidetracked by all the alchemy ingredients along the road, every side passage in a cave, and every landmark along the road. If I came across a ruin, I bemoaned the inability to mark it as "Come back later", so I could always have something to do.
It became a fun exploration quest to fill up my map with the landmarks. I wouldn't have been able to do that had I not had such information.
Whenever I was on a quest in a dungeon, I followed the ethos of "Never leave any side passages unexplored. Otherwise, you'll get ambushed by the guys within them on your way out. Also, the sword of +40 Epic is down one of them". A holdover from my D&D games. I generally actively avoided heading straight for the quest marker, choosing to locate all the mushrooms, chests, and bad guys to kill first.
I never got "Tunnel Vision", as you put it.
And part of the TES sandbox is choosing which quests to complete. I don't have to explore if I feel like getting some objectives completed quickly. I can get in, get out, get paid, and come back later when I'm done with the story.