- 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.