im making a distinction from just randomly going around and exploring which everyone did, my fault i should have clarified, to that of incidental exploration. when you did the quests in morrowind there was alot of incidental exploration because the directions would say something like "family tomb west side of the river just south of balmora" there might be 2 or three family tombs that fit that description and you dont know until you get to the door and see the name of it. in oblivion if you just did quests you never had to do that ......ever. there could be 10 tombs in an area but you wouldnt have to search for them since the arrow pointed you to the correct one. in the end you might end up missing out on the others. a perfect example of this is the shop questline in imperial city. at the end of the quest you are supposed to to the cemetary to find a specific family tomb that is going to be robbed..er graverobbed. normally you would have to search the various tombs but not with the quest arrow. somehow you magically know exactly which tomb belongs to that family even though you have no connection to them whatsoever. its stupid.
I don't think any of that is an argument against quest markers. There are two arguments there, but they are against two different things. The first is an argument against being given very specific locations for where to go; the second is an argument against poor quest design.
On the first point: the reason why the directions don't take you to that tomb is because they are too unspecific. More specific directions would rule out those other tombs. Suppose instead the directions were "family tomb west side of the river just south of Balmora. It is the second tomb you'll come across after you pass the kwama egg mine on that side of the river." No need to explore the first tomb you come across then, since you know that's not the quest related one. Does this make directions bad because you might miss out on what's in the first tomb? Of course not! I deny that there is any clear connection between how you are told where to go for quests (directions vs. quest markers) and how this encourages or discourages exploration.
On the second point: we can put aside how that quest actually went (you know to go that tomb because that is the last name in a book of recent deaths in the Imperial City). The issue here is the quest arrow conveying information to you that your character could not plausibly have gotten. There's a kind of disconnect between the information given to you,
the player, versus the information that your
character could plausibly have. But again, this is not really an argument against quest markers. It's rather an argument against bad quest design. The same problems could arise with directions. For instance, an NPC could give you very unspecific directions, but the game updates your journal with very precise directions.
as for the argument that using up dialogue on directions means less room for dialogue elsewhere. i just dont buy it. at most directions are a couple of paragraphs long. thats 1 or 2 KB of data at most. its also one of the easiest things to write since you just give some basic landmarks and directions. i dont know about you but when im giving directions its not like i break out into a sweat and start getting a headache from all the deep thinking i have to do. compare morrowind and oblivion, did writers get stupid between morrowind and oblivion? there was a lot more written dialogue in daggerfall/morrowind than in oblivion especially when you factor in the hundreds of in game books. (im assuming that most books come from daggerfall but someone can correct me if im wrong). in fact there is less dialogue precisely because you dont have to give directions. if you dont have to worry about giving directions then all you have it generic dialogue and quest related entries....nothing more.
Directions would be voice-acted, presumably. So they take up a lot more room. You might think that the space taken up by dialogue is better spent on story and lore and stuff like that.
people that want quest arrows do in fact want their hand held. there is no other interpretation other than that. you want a big green arrow to point you directly to where you are supposed to go. no exploration, no reading, no critical thinking or logical anolysis etc. explain to me how that is not hand holding.
It is possible that people want quest arrows for reasons other than hand-holding. I've provided such reasons. Furthermore, all this talk about quest markers pointing you "directly to where you are supposed to go", and as having "no exploration, no reading, no critical thinking" is just hollow rhetoric. Directions also point you directly where you are supposed to go (that's what makes them
directions!); furthermore, quest markers do not necessarily discourage exploration (as I've argued above); quest markers require
different, not
less, critical thinking to directions, since you still need to consider whether you'll take the road, cut through the wilderness, take a detour via a town, and so on; and the fact that you need to read directions is hardly a praiseworthy feature of directions.
i find this funny because in my thread on voice acting i voice similar opinions to yours on directions/markers
one of the replies was
rofl
I think that's misrepresenting Scow's point. The point was about
efficiency and
economy of dialogue. It wasn't about the amount of words, per se. It was about the amount of content relative to the amount of words. Take two bits of text, where one is twice as long as the other, yet both have the same content. Why would I prefer the longer one? Just because it has more words? That seems a bit silly. If anything, it seems like the second is preferable, because it gets to the point quicker.
(Note: some people like to trivialise this, by saying that people who like to "get to the point" are "mindless action-gamers" or something like that. Now that's a strawman if I've ever seen one. One could be the sort of Elder Scrolls fan who likes to read all the books and read/listen to all the dialogue, yet nevertheless like economy and efficiency in writing. The point is not about wanting the game to put you on rails to your quest goals, but rather just a little point about writing style.)