Question for no compass/quest markers

Post » Sun Jun 19, 2011 8:25 pm

Maybe an option to turn off quest markers?

:toughninja:
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Jessica Thomson
 
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Post » Mon Jun 20, 2011 6:22 am

In Morrowind, you were generally given road directions and landmarks for quests. This meant the player had to use their head. However, in recent years, it would appear that people are far less intelligent, and as such may require the game to think for them, a la clairvoyance.

I'll be happy so long as I have a reasonable chance of completing quests without using clairvoyance i.e. good land marks and directions.


Actually the Flynn Effect shows that we are getting smarter with each generation, it's not that people can't understand it, it's that they just don't want to deal with it, because it is quite tedious work.

Personally I don't care, but it sure as hell needs to be more better than morrowind, and Oblivion, but at least in Oblivion the quest markers overwrote the errors.
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patricia kris
 
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Post » Mon Jun 20, 2011 8:08 am

I love it when Bethesda comes out with a new game. The old factions and rivals muster their arguments. The Morrowind Tribunal declares war on the Imperialist Oblivionites, and the fast travel mages do mortal combat with the anti-fast travel necromancers. Its like watching an episode of Rome. But yeah, I'll throw my lot in with one of these noble houses. The compass is here to stay, and it will svck as usual. I hate starting a sentence off like this, but it must be done. Morrowind did it better. Giving you an idea of your destination, with landmarks and terrain details, added a sense of adventure and mystery to the game, it also improved re-playability and just generally made things more interesting.

So lets look at some strengths of both camps.

No Quest Marker

- You discover places of interest you may not have normally come across
- You become lost, and have to make do with the materials you brought on your journey
- You encounter other quests along the way
- You feel like the world is bigger than it actually is
- You have to keep your wits about you, what lies ahead is unknown

Quest Marker

- Quests are easy
- ????
- Don't have to read/listen to information to know what you need to do.


I find your list highly selective.

- Discovering places of interest is irrelevant to quest markers. Actually, when I searched in morrowind, I was focused on the finding where I needed to go that I ignored anything which was not that which I was looking for.

- Becoming lost is irrelevant to making do with what you brought with you, you always have to make do with what you brought with you.

- Encountering other quests along the way, is irrelevant to whether you have quest markers or not.

- You feel like the world is bigger than it actually is if you have obstacles in the way, it has nothing to do with quest markers.

- Keeping you wits about you is irrelevant to quest markers, quest markers doesn't tell you what you will encounter.

- No, finding the quest will get easier, I guess they will actually have to make the actual quests themselves challenging, instead of making finding them "challenging", finding the quests in morrowind wasn't really challenging, and when it was, it was because of the inability to discus vague direction, and weird map.
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Laura Hicks
 
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Post » Mon Jun 20, 2011 9:39 am

I hope they're out. Quest Markers ruins so much suprise and exploration for me, TES series would be better without 'em. (And no, I'm not some diehard Morrowind fan.)

In my opinion :P
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Robert
 
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Post » Mon Jun 20, 2011 1:49 am

OK, My experience with Quest & POI Markers, combined with Fast Travel:

  • Talk to the quest giver.
  • Skip the spoken details because I know there would be quest marker in the end.
  • Look at the map and find the nearest visited place to the quest target, and click on it to teleport there.
  • Follow the red and green "Compass Carrots" until I reach the quest target.
  • Ignore the always similar challenges from the foes in the way, or deal quickly with them as I'm always ahead of them because of efficient leveling.
  • Quickly deal with the quest target.
  • Open the map and jump back to the quest giver.
  • Rinse and repeat.
  • By the way I would know all the interesting places a mile around me because of POI markers on the compass, so no surprises here.
  • Complete detachment from the environment and no immersion in Oblivion.


OK, My Morrowind experience:

  • Talk to the quest giver.
  • Keep a mental image of the direction detail given by the quest giver.
  • Finish the conversation and open the map and refer to notes to see the available routes toward the probable target place.
  • Define a mental course of action that would help me reach the quest target place.
  • Start the journey and get help from in-game traveling services whenever possible and cost effective.
  • When in the route, look at the quest notes, and look keenly around to catch probable landmarks that was mentioned in the notes.
  • Look warily around for a probable deadly and dangerous foe to avoid or deal with.
  • Look intensely around to take pleasure in the unique vista of Morrowind, and probable hand placed loot in a corner.
  • Get immersed in the game, because I'm following my quest notes, looking around the scene, for guidance, dagger and loot, and there would be no compass carrot to detach me from the environment.
  • Stumble upon an interesting looking dungeon and decide to try it before my previous target.
  • ...
  • Find interesting and unique loot in odd places in the newly found dungeon.
  • Exit the dungeon and start again to follow the direction of the quest giver.
  • Reach a mine that I would decide was the place that the quest giver meant for me to enter.
  • Enter the place and follow the tunnels around the cavern complex of the abandoned mine, until I reach the actual quest target.
  • Deal with the quest detail, and either retreat my steps, or cast a spell to jump out of the place.
  • Consider the place of the quest giver, and define a mental route to reach the place, and start the journey.
  • Encounter another interesting event or place, and so on...
  • In the end, do not loose my immersion in the great game scenes, and always look keenly around for landmarks, loot and danger.
  • Morrowind was one of the best and more immersive RPG experiences of my life.

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Hilm Music
 
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Post » Sun Jun 19, 2011 8:40 pm

I find your list highly selective.

- Discovering places of interest is irrelevant to quest markers. Actually, when I searched in morrowind, I was focused on the finding where I needed to go that I ignored anything which was not that which I was looking for.

- Becoming lost is irrelevant to making do with what you brought with you, you always have to make do with what you brought with you.

- Encountering other quests along the way, is irrelevant to whether you have quest markers or not.

- You feel like the world is bigger than it actually is if you have obstacles in the way, it has nothing to do with quest markers.

- Keeping you wits about you is irrelevant to quest markers, quest markers doesn't tell you what you will encounter.

- No, finding the quest will get easier, I guess they will actually have to make the actual quests themselves challenging, instead of making finding them "challenging", finding the quests in morrowind wasn't really challenging, and when it was, it was because of the inability to discus vague direction, and weird map.

- Discovering places of interest is relevant to quest markers - on my way to Balmora I got lost and ended up in um..
Yeah you don't need to know where I ended up.... Lets just say that I ended up closer to Urshilaku camp than to Balmora and leave it at that...
- By extension being lost means that you are a distance from a supplier, that you could run out of say, repair hammers, and not be able to repair your gear, or run into a situation that you didn't imagine (e.g. go and clear out that bandit cave for me. Player becomes lost and wanders into a daedra shrine in the vague hope that the people there will give him some directions, only to find out that they well, won't.)
- You feel like the world is bigger than it actually is if actually have to find your way along roads and with landmarks, rather than the "Second quest marker to the left and straight on til morning" approach that Oblivion encouraged.
- Truth. Quest markers ... Yeah undeniably true.
- A quest is "A journey towards a goal". The journey towards the location is part of the quest. Not killing some random monsters spawned in the dungeon (or, as the more efficient way to complete the quest, running past them, reaching your objective, killing or collecting that, eradicate necessary obstacle preventing you from returning to quest giver and returning to said person, avoiding enemies as you return.) Would you care to explain how the quest to find the Cavern of the Incarnate only begins once you have found the Cavern of the Incarnate?

The directions I found in Morrowind were pretty accurate and useful if you actually followed them. There were three exceptions: Dwemer Puzzle Cube, plus two quests where completely inaccurate directions were given, and if you followed them you were screwed. Those are the only three quests given as examples that had weird directions and probably did need a quest marker. No other quests are given as examples. If anything, Dwemer Puzzle Cube was a victim of a bad dungeon design - the object was placed by the boss but I know that I needed a walkthrough to find that room. After that, no walk through required.

If you find his argument selective, would you care to add something to the Quest Markers side?
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kiss my weasel
 
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Post » Mon Jun 20, 2011 6:27 am

I don't like auto quest markers. Becаuse you just go straight to line and don't look around don't feel yourself like you are explorer. Don't aver remember path, only because you stare to compass marker.
But i want set markers by my self. Like M&M8. Mark places where I was. Or where interesting NPC or quest givers live. When it all automatic, you have so many markers that you don't need at all.
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Rob Smith
 
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Post » Mon Jun 20, 2011 4:26 am

OK, My experience with Quest & POI Markers, combined with Fast Travel:

  • Talk to the quest giver.
  • Skip the spoken details because I know there would be quest marker in the end.
  • Look at the map and find the nearest visited place to the quest target, and click on it to teleport there.
  • Follow the red and green "Compass Carrots" until I reach the quest target.
  • Ignore the always similar challenges from the foes in the way, or deal quickly with them as I'm always ahead of them because of efficient leveling.
  • Quickly deal with the quest target.
  • Open the map and jump back to the quest giver.
  • Rinse and repeat.
  • By the way I would know all the interesting places a mile around me because of POI markers on the compass, so no surprises here.
  • Complete detachment from the environment and no immersion in Oblivion.


OK, My Morrowind experience:

  • Talk to the quest giver.
  • Keep a mental image of the direction detail given by the quest giver.
  • Finish the conversation and open the map and refer to notes to see the available routes toward the probable target place.
  • Define a mental course of action that would help me reach the quest target place.
  • Start the journey and get help from in-game traveling services whenever possible and cost effective.
  • When in the route, look at the quest notes, and look keenly around to catch probable landmarks that was mentioned in the notes.
  • Look warily around for a probable deadly and dangerous foe to avoid or deal with.
  • Look intensely around to take pleasure in the unique vista of Morrowind, and probable hand placed loot in a corner.
  • Get immersed in the game, because I'm following my quest notes, looking around the scene, for guidance, dagger and loot, and there would be no compass carrot to detach me from the environment.
  • Stumble upon an interesting looking dungeon and decide to try it before my previous target.
  • ...
  • Find interesting and unique loot in odd places in the newly found dungeon.
  • Exit the dungeon and start again to follow the direction of the quest giver.
  • Reach a mine that I would decide was the place that the quest giver meant for me to enter.
  • Enter the place and follow the tunnels around the cavern complex of the abandoned mine, until I reach the actual quest target.
  • Deal with the quest detail, and either retreat my steps, or cast a spell to jump out of the place.
  • Consider the place of the quest giver, and define a mental route to reach the place, and start the journey.
  • Encounter another interesting event or place, and so on...
  • In the end, do not loose my immersion in the great game scenes, and always look keenly around for landmarks, loot and danger.
  • Morrowind was one of the best and more immersive RPG experiences of my life.


My experience pretty much. Agree fully :foodndrink:
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Taylor Bakos
 
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Post » Mon Jun 20, 2011 9:14 am

You are of course, correct. Fake difficulty is NOT fun. In Oblivion, there were numerous daedra placed in every Oblivion gate that did not need to be killed in order to close the gate. In the very first Oblivion gate you come to, you only need to kill the Sigil keeper, and every other daedra can be disposed of by running through the gate and reaching the Sigil Stone. For me, that fake difficulty was not fun, because it made combat unnecessary.


That's not http://tvtropes.org/pmwiki/pmwiki.php/Main/FakeDifficulty.

---------


Only thing that bugs me about the whole "compass" discussion is that people just keep saying "Compass" for everything, even though there are four issues:

1) The Compass - tells you what direction you're facing. Only the craziest people say they don't want this.

2) Points Of Interest - tells you when there's dungeons/etc nearby.

3) Quest Markers - tells you which way to go

4) Enemy Markers - tells you where the enemies are


...personally, I don't think there's going to be enemy markers (at least I hope not). They made sense in Fallout 3 because your character had a "Perception" stat which represented how well HE could see stuff - having an in-game representation of that is fine. Also, most enemies in that game had ranged attacks - some additional warning that they were nearby was appropriate.

Points of Interest.... I like them. They aid exploring, by giving you hints of ways to go.... otherwise, there's alot of locations that many players would never have found, given how bumpy/etc the terrain is. And wasted content is..... a waste. Also, Fallout 3 showed that even with PoI markers, there can still be unmarked locations to find - there were plenty of sewers, shelters, and buildings that weren't given PoI markers. So, plenty of places to find with hints, but still places that you can search out - best of both worlds. (it was kind of annoying finding some of those extras, since the only way to tell a sewer grate you can enter from one you can't was by constantly looking at the Local Map with door symbols. Really broke the flow of gameplay.... which, honestly, is a good arguement for not having unmarked locations.)

Quest Markers..... the didn't bother me in Oblivion. They certainly didn't "stop me from exploring" (one of the more popular complaints after "hand holding")..... I do think they'd be better if they just led to the entrance of a dungeon, and not to the actual target within it. It would make more sense - you've been told where the dungeon is on your map, the arrow just meta-represents the fact that your character can refer to the map & compass and know he needs to go that way. Also, with more mountainous terrain, there may be more quests like Morrowind, where you can't just walk straight to it, you need to go around ridges, through valleys, etc.... rather than the Cyrodil "we're in a big bowl" ability to walk straight to almost any quest marker.
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SHAWNNA-KAY
 
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Post » Mon Jun 20, 2011 8:12 am

There were markers in the map view.


Yes, the POI markers were there, but there were no quest markers as far as I could tell.
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Samantha Jane Adams
 
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Post » Mon Jun 20, 2011 7:45 am

But will clairvoyance really feel that realistic? I mean, how does it even work? Is it like, "I need to find x", so it shows you the way to x?
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tegan fiamengo
 
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Post » Mon Jun 20, 2011 10:58 am

But will clairvoyance really feel that realistic? I mean, how does it even work? Is it like, "I need to find x", so it shows you the way to x?


Todd stated "It shows you the path to your current location" So I would guess whatever quest you have active, it works for that one. And its a completely optional spell thats there to help if you need it, so I like the idea.
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Rich O'Brien
 
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Post » Mon Jun 20, 2011 6:29 am

Todd stated "It shows you the path to your current location" So I would guess whatever quest you have active, it works for that one. And its a completely optional spell thats there to help if you need it, so I like the idea.


Yes, I agree.
Neat concept.
Neat implementation.

Like the visuals too.
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Trent Theriot
 
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Post » Mon Jun 20, 2011 4:54 am

Todd stated "It shows you the path to your current location" So I would guess whatever quest you have active, it works for that one. And its a completely optional spell thats there to help if you need it, so I like the idea.

I suppose magic solves everything. :)
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Jack Bryan
 
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Post » Sun Jun 19, 2011 8:35 pm

I think enemy markers will be optional since in the gamplay trailer, they appear while you are fighting the pack of wolves and a dragon, but they do not appear when fighting a group of draugr.
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Jade Payton
 
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Post » Sun Jun 19, 2011 10:46 pm

I hope that we dont start off with a bunch of spells automatically, at the start of the game. I dont want my War Vet to be able to use any magic at all.
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ImmaTakeYour
 
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Post » Sun Jun 19, 2011 8:33 pm

I think enemy markers will be optional since in the gamplay trailer, they appear while you are fighting the pack of wolves and a dragon, but they do not appear when fighting a group of draugr.


And they only appear when you get close enough to them.
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maria Dwyer
 
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Post » Sun Jun 19, 2011 10:10 pm

.... I know, but I think you will be able to turn them off since they did not show up even though the PC was close to the group of Draugr.
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Logan Greenwood
 
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Post » Mon Jun 20, 2011 3:19 am

I want more classical round compass. Not line. Because it more convenient to assessment of cardinal points. And without markers, of course.
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Chris Jones
 
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Post » Mon Jun 20, 2011 5:26 am

- Discovering places of interest is relevant to quest markers - on my way to Balmora I got lost and ended up in um..
Yeah you don't need to know where I ended up.... Lets just say that I ended up closer to Urshilaku camp than to Balmora and leave it at that...


And when I was on my way to balmora, I didn't get lost and didn't find anything of interest, while in Oblivion, I went exploring regardless of quest markers, I didn't need to be forced to explorer by getting lost, I explorer because I like to.

- By extension being lost means that you are a distance from a supplier, that you could run out of say, repair hammers, and not be able to repair your gear, or run into a situation that you didn't imagine (e.g. go and clear out that bandit cave for me. Player becomes lost and wanders into a daedra shrine in the vague hope that the people there will give him some directions, only to find out that they well, won't.)


All of which can happen with quest markers, quest markers don't show you where there is shops, and nobody got lost enough that they couldn't back track to a supplier, especially in morrowind, which only shows exactly where you have been, letting you know exactly where you came from. I don't even understand some of that, being lost means you are a distance from a supplier? being anywhere else lost or not, means you are a distance from a supplier! Quest markers doesn't tell you where go in case of emergency, I could wander into whatever establishment looking for supplies and discover danger instead, nothing about quest markers will change this.

- You feel like the world is bigger than it actually is if actually have to find your way along roads and with landmarks, rather than the "Second quest marker to the left and straight on til morning" approach that Oblivion encouraged.


I don't, if I walk into a small town, I don't magically go "woah!" if I have to follow directions, how big a town feels to depends on how much time it takes me to reach a certain distance, hence why obstacles haves a bigger impact.

- Truth. Quest markers ... Yeah undeniably true.


I don't understand what you mean, I find your answer vague, if this was in morrowind, you would have been killed.

- A quest is "A journey towards a goal". The journey towards the location is part of the quest. Not killing some random monsters spawned in the dungeon (or, as the more efficient way to complete the quest, running past them, reaching your objective, killing or collecting that, eradicate necessary obstacle preventing you from returning to quest giver and returning to said person, avoiding enemies as you return.) Would you care to explain how the quest to find the Cavern of the Incarnate only begins once you have found the Cavern of the Incarnate?


Not when the quest giver knows exactly where you are supposed to go, quests can be to convince someone, or kill something, it can be a multitude of different things, quests can be about searching, and when they are they are not challenging, unless the quest giver doesn't know where what you are searching for is, at which he will not give directions, if he gives directions, he will know where it is, or a general area, and so might as well mark it on your map, unless he's completely [censored].

The directions I found in Morrowind were pretty accurate and useful if you actually followed them. There were three exceptions: Dwemer Puzzle Cube, plus two quests where completely inaccurate directions were given, and if you followed them you were screwed. Those are the only three quests given as examples that had weird directions and probably did need a quest marker. No other quests are given as examples. If anything, Dwemer Puzzle Cube was a victim of a bad dungeon design - the object was placed by the boss but I know that I needed a walkthrough to find that room. After that, no walk through required.


I found them a piece of cake, and time consuming when they were accurate, basically like a load screen, because following directions is about as tasking as shopping in a mall, and I found them frustratingly more time consuming when they were not, they weren't even challenging then, the time it took just increased, same solution, no strategy, no different approach, the same approach, just more time consuming because it's up to luck whether you interpret something correctly or the graphics accurately portray whatever landmark they used as a reference, the fact that you could not discuss them with the quest giver was aggravating to the point at which I would slaughter them if their lack of cooperation proved insufficient.

Like the quest for hostile mudcrabs, it tells you to leave ald ruhn on the west side and take the road towards Gnisis, but you haven't been to Gnisis, and Gnisis isn't a topic she can talk about, and there's no road sign showing you the way to gnisis. Then it talks about what you need to do when you get into the hills, but Morrowind is entirely made up of hills, so this is like say, "when you start to walk on dirt", so not only can't you take the road to Gnisis, because you don't know what road that is, and you can't ask the person who apparently knows about the way to Gnisis, but assuming you did take the road to Gnisis, your supposed to reach some hills before continuing with the rest of the directions, which tells you [censored] about when to continue, because your surrounded by elevations that can be classified as hills.

So what you have left is that the farm in trouble is due west, so you walk west, but you don't know for how long, you just walk west, and hope you'll walk over it, which is highly unlikely, because you can't walk in a straight direction because of the landscape.

If you find his argument selective, would you care to add something to the Quest Markers side?


Did you happen to notice, how my problem was that he had attributed things to the non-quest marker side, the only difference between having quest markers and not having quest markers is one less trivial task to do, that is all, there's nothing else to it, everything else is just personal projection and back bending rationalization of various qualities in order to make it appear as more, if these can be taken as actual real values I could come up with a million qualities and attribute them to quest markers, or anything else for that matter. This is not rocket science, there's no overall scientific theory of quest marking, or non-quest marking. Following directions isn't mentally stimulating, either it's easy or it's broken.

There's one place where quest markers are not supposed to be, and that is when the quest giver have no idea where you are supposed to go. However if he does know where I'm supposed to go, and I have a perfect good map with me, I can see no reason why I would not be able to discuss it with him over the map, no functional human being would actually walk into foreign territory without knowing exactly where to go on a map, because, surprise! you could get lost, which in a game is aggravating, and in the real world is rather dangerous, therefore, does he know where I'm supposed to go, he will mark it, if I don't know his landmarks, he will mark them too, if he doesn't know exactly where it is he can mark a general area, but so help me god he better mark some [censored] down or I will rip his spine out through his mouth.
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Kieren Thomson
 
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Post » Sun Jun 19, 2011 6:26 pm


Like the quest for hostile mudcrabs, it tells you to leave ald ruhn on the west side and take the road towards Gnisis, but you haven't been to Gnisis, and Gnisis isn't a topic she can talk about, and there's no road sign showing you the way to gnisis. Then it talks about what you need to do when you get into the hills, but Morrowind is entirely made up of hills, so this is like say, "when you start to walk on dirt", so not only can't you take the road to Gnisis, because you don't know what road that is, and you can't ask the person who apparently knows about the way to Gnisis, but assuming you did take the road to Gnisis, your supposed to reach some hills before continuing with the rest of the directions, which tells you [censored] about when to continue, because your surrounded by elevations that can be classified as hills.

So what you have left is that the farm in trouble is due west, so you walk west, but you don't know for how long, you just walk west, and hope you'll walk over it, which is highly unlikely, because you can't walk in a straight direction because of the landscape.



I honestly believe Morrowind was made with use of the paper map in mind.

Because when you have the paper map, finding the farmer who is troubled by the mudcrabs is really no problem.
The hills the quest giver mentions for instance are clearly shown on the paper map.

I also remember a Redoran quest to find and kill a blighted shalk in some mine somewhere.
While the directions the quest giver provides you with are detailed and accurate, the geography of the west Gash is such that it is very easy to stray from the correct path or take the wrong fork in a road.
Yet when you use the paper map together with the directions and the in-game map, it is a breeze.

So this is not so much a case of poor directions as maybe a case of relying a little too much on the paper map that came with the game.
It is logical that this hinders people who borrow the game or get it second hand without it.

I would rather follow directions from landmark to landmark, each discovery of being on the right track a small reward, than I would like detailed directions + quest markers that eliminate all possibilty of going the wrong way while also removing a lot of the rewarding experience.
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Elizabeth Davis
 
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Post » Sun Jun 19, 2011 8:03 pm

You know, I didn't put two and two together until reading this thread. Oblivion, to me, became less about exploration and gameplay and more about methodically chasing waypoints. In retrospect, I would have had a more satisfying, longer-lasting experience with that game had there been no quest markers.

It's simple really...

::Options::Gameplay::Navigation::
( ) disable quest markers
( ) disable points of interest
( ) disable enemy markers

The only other factor to make this work is to ensure quest-givers provide enough direction when describing a location. Even Radiant Story should be able to provide general direction and distance given a bit of extra programming.

This is a great, eye-opening thread.
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Rhiannon Jones
 
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Post » Sun Jun 19, 2011 9:26 pm

You know, I didn't put two and two together until reading this thread. Oblivion, to me, became less about exploration and gameplay and more about methodically chasing waypoints. In retrospect, I would have had a more satisfying, longer-lasting experience with that game had there been no quest markers.

It's simple really...

::Options::Gameplay::Navigation::
( ) disable quest markers
( ) disable points of interest
( ) disable enemy markers

The only other factor to make this work is to ensure quest-givers provide enough direction when describing a location. Even Radiant Story should be able to provide general direction and distance given a bit of extra programming.

This is a great, eye-opening thread.


Hmmm...
So will Bethesda have voice actors record, say, ten times more dialogue to account for Radiant Story?
I say that's unlikely, unless their new audio compression techniques have improved exponentially.
Which they haven't.
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Kat Ives
 
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Post » Sun Jun 19, 2011 7:10 pm

Gonna keep it very short:

I dislike compass icons because they eliminate the chance of being surprised by finding a hidden dungeon or stuff like that (which is otherwise very rewarding and fun).
I dislike quest markers because they hold your hand as if you couldn't think for yourself and they turn quests into a way that makes you feel like a mindless robot.


This.


The Elder Scrolls Series is gradually declining in being a true role playing game and instead becoming a fantasy-based action game. It's pretty sad because it was one of the last series around you could truly immerse yourself into.
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Jennifer May
 
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Post » Sun Jun 19, 2011 11:11 pm

Hmmm...
So will Bethesda have voice actors record, say, ten times more dialogue to account for Radiant Story?
I say that's unlikely, unless their new audio compression techniques have improved exponentially.
Which they haven't.

Bah, forgot about voice acting...
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Nienna garcia
 
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