» Tue Dec 13, 2011 1:31 am
Compasses and maps themselves aren't handholding. Quest markers and no way to complete quests without them are.
Here's a wall of text I wrote from an earlier thread:
The Problem.
The problem, as stated before, is that the system relies purely on quest arrows as directions.
Unlike previous games, NPCs barely give you any directions at all, nor do they say they “marked the location on your map”. Even though no directions are given on most quests, your journal and map are updated with the location of the objective regardless. This all creates a very unrealistic and illogical experience.
Some might say “Well why don't you just turn your quest markers off?”. I wish it were this simple my friends.
If you decide to do this, good luck, you'll likely not find the location you're supposed to get the item from or meet the NPC at.
I'll give you an example:
There's a certain Redguard in Whiterun that asks you to retrieve a sword. The only thing he mentions in his dialog that is even remotely related to the location of this item is “I've tracked the bandit's hideout.” (or something similar). However, this good man does not mention where this hideout is anywhere, when the conversation is over its location is simple added to your map and journal.
Another example, one of the many radiant quests:
A courier passes, he hands you a note from “a friend”. In the note your “friend” advises you to check out location [X]. However no whereabouts of location [X] are stated in the note. Yet your magical journal immediately knows where it is if you simply follow the quest marker.
Why did Bethesda take this route?
This is something I have a hard time figuring out. The importance of quests in RPGs is undeniable, yet Bethesda seems to take a step down in how well quests are handled.
The most logical reason to me is the voice acting. Voice acting, while an awesome development, makes for less available dialog.
Yet, in Oblivion, it seems quest directions are handled the same, perhaps even slightly better than in Skyrim. Don't quote me on this, but I feel that most of Oblivion's quests had a very simple but effective approach to handle this that is a lot less illogical than Skyrim's method.
What I remember from Oblivion is that the questgiver often gave you a very simple location, yet it was enough to find your way around. For instance “[X] can be found southwest of [X] but before [Z].”.
Another way Oblivion handled this was the NPCs simply saying they marked the location on your map, it seems this is also missing in Skyrim. (It probably has something to do with the magical 3D map.)
To me this seems stagnant, at the very least, after 5 years of technological evolution and a bigger budget than Oblivion.
A possible solution.
It seems to me that Bethesda needs to know their priorities. However if this subject weighs as heavily as I feel it does has yet to be seen – that's what the poll is for.
It's undeniable that Bethesda had a large budget for Skyrim, considering their previous (well earnt) successes in the video game industry. Due to this it's very odd that they seem to have regressed in the questing department, while this is a very large portion of RPGs.
Would it really be too much to ask to have one or two sentances about the location of the quest objective? Especially when the quest is written (my second example; the “Note from a friend”.), it's not all that hard to add a quick description for these locations as a major game developer.
Bethesda has added quite a few extras to Skyrim, for instance the 3d map and the rotation of 3d objects. But why has one of the cornerstones of RPG games suffered and regressed in comparison to a 5 year old games from the same series?