Would you be okay without quest markers in Skyrim

Post » Thu Dec 24, 2009 1:05 pm

If they get the NPC's to give you good directions, then I dont see a need for them. But if not then sure, but not the take you directly to the objective ones in OB.
A general spot one, kinda like in RDR would be nice.
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Honey Suckle
 
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Post » Fri Dec 25, 2009 4:08 am

There's absolutely no reason there shouldn't be an "On/Off" toggle. Some people like markers, some don't.


The problem is that if they rely on quest markers like in Oblivion then you simply won't find the locations you need to visit if quest markers are turned off. In Oblivion there are often no descriptions like in Morrowind where to look because there is a quest marker leading to the objective. Without the marker you get lost, something that would probably even be annoying for people who do like to walk around in circles for a relatively long time looking for a cave entrance.
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Alberto Aguilera
 
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Post » Thu Dec 24, 2009 6:32 pm

If you intend quest markers as the abomination present in Oblivion that show you exactly where stuff are like a GPS, then, yes at least make the looser tool optional.
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Sammygirl
 
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Post » Thu Dec 24, 2009 3:02 pm

Morrowinds Number one Flaw. The directions given by NPCs were terrible.
Quest Markers do much for game flow. But I would like to be able to turn them off, for when I just go off exploring.


There's only 1 time I can remember that I was given terrible directions.And that was when I was told to go to the wrong side of the like on Sosthiem.Other than that the directions were fine for that kind of rpg.Morrowind had a very rich world and it expected you to know some basic things about it.

And if you got lost you might stumble onto an awesome dungeon.I can't count the number of times I've just come across something awesome in Morrowind.That's one thing that I really didn't like about the Oblivion Deadric shrines,they were so easy to find.

And as for me,I'd vote for a toggle-able option so long as the game started to give you information rather than just a yellow brick road to follow.
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Heather M
 
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Post » Thu Dec 24, 2009 11:20 pm

Not a fan of markers.

If there's a toggle on/off. Fine. But, the information presented must be precise to the point I don't spend my entire playtime running around in circles for one quest when toggled off. I'd rather play the game, than the game play me.
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Judy Lynch
 
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Post » Fri Dec 25, 2009 12:11 am

The problem is that if they rely on quest markers like in Oblivion then you simply won't find the locations you need to visit if quest markers are turned off. In Oblivion there are often no descriptions like in Morrowind where to look because there is a quest marker leading to the objective. Without the marker you get lost, something that would probably even be annoying for people who do like to walk around in circles for a relatively long time looking for a cave entrance.

The main reason that was an issue is because they had to scrap half the dialog for Oblivion. It's not going to be an issue this time because they have better audio compression.
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JaNnatul Naimah
 
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Post » Thu Dec 24, 2009 11:18 pm

The main reason that was an issue is because they had to scrap half the dialog for Oblivion. It's not going to be an issue this time because they have better audio compression.


I wonder though whether they will waste the additional dialogue they can implement on lines like 'To find the dungeon entrance look for a big rock east of Windhelm. Then turn left and walk 300 feet. Then look for a big tree and turn right. Walk another 300 feet. Bla Bla.'. Especially when there is a quest marker anyway. I doubt that the main problem in Oblivion was lack of disc space anyway. They could have easily added a detailed description to the journal, the quest giver could have just told you something like 'I'll give you a description' just like they say 'I'll mark it on your map'. But they didn't do that, because they relied on quest markers and there was no need for it.
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Rob Smith
 
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Post » Thu Dec 24, 2009 6:06 pm

I like a good hunt for a location, but I dont want to spend 2 hours searching for a place. Toggling would be great, awesome epic direction skills would be better
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Ray
 
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Post » Thu Dec 24, 2009 2:18 pm

I wonder though whether they will waste the additional dialogue

I would have to say yes because they are trying for a more believable world and the world is more unique(read: landmarks) that can be used for reference not to mention the cites and villages are more evenly dispersed allowing them to be used as reference points too.
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Monika
 
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Post » Fri Dec 25, 2009 1:57 am

what rpg?


Baulders gate 2 is one, mount and blade is another
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Rudy Paint fingers
 
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Post » Fri Dec 25, 2009 1:29 am

I still don't know how it ruins "true exploration".

Also there is and always had been a way to disable it. Check a different quest as your active.
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Zach Hunter
 
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Post » Fri Dec 25, 2009 2:55 am

I like having quest markers. Maybe not so detailed though.
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maya papps
 
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Post » Thu Dec 24, 2009 7:20 pm

I still don't know how it ruins "true exploration".

I'm pretty sure this has been explained, at length, many times.
Directions means you have to explore to find it using landmarks and such. That is exploration. A blip on a map turns you into a GPS-powered, homing missile. That is clearly not exploration.


Also there is and always had been a way to disable it. Check a different quest as your active.

Please read this because this has also been repeated ad nauseum. People who don't want quest markers don't want to be told "Hey my child has been taken and is in some cave" and be left to it. They want directions.
When developers use quest markers, they neglect to add directions, since people don't need them (they figure). You can't disable them otherwise you can't find anything at all.

Thus it's a dichotomy unless the developers want to put in the extra effort to implement both. My guess is they won't.
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^_^
 
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Post » Thu Dec 24, 2009 4:48 pm

I'm pretty sure this has been explained, at length, many times.
Directions means you have to explore to find it using landmarks and such. That is exploration. A blip on a map turns you into a GPS-powered, homing missile. That is clearly not exploration.

Directions mean that you have to follow them, you can't stray from the path otherwise you get lost.

Exploration is when you're not told where the thing is at all, you have to find it yourself.
Please read this because this has also been repeated ad nauseum. People who don't want quest markers don't want to be told "Hey my child has been taken and is in some cave" and be left to it. They want directions.
When developers use quest markers, they neglect to add directions, since people don't need them (they figure). You can't disable them otherwise you can't find anything at all.

Thus it's a dichotomy unless the developers want to put in the extra effort to implement both. My guess is they won't.

Then why do people ask for it? Why do everyone say it would be such a simple thing to do?
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Baby K(:
 
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Post » Fri Dec 25, 2009 1:03 am

Directions mean that you have to follow them, you can't stray from the path otherwise you get lost.


Would you like me to hold your hand so you don't get lost?
That's a consequence of the system that I like, it's not a negative.

In the same way that if you fail to fight properly you die, you fail to navigate properly you get lost. There are consequences.


Exploration is when you're not told where the thing is at all, you have to find it yourself.

Not true. Exploration is the act of travelling through an unfamiliar area to learn something/find something.
One could be given directions and still explore, since the area is still unfamiliar and they're still trying to find something.

Nevertheless, in my eyes this point is moot anyway. Even if directions was not "true" exploration, it is a much more engaging and realistic way of navigating a World that is built around a medieval framework.

Edit: inb4 "maps are realistic too", maps can be realistic. Maps can also be massively unrealistic.
Let's suggest there's 50 quests where someone requests you go and get something/go and kill someone in a dungeon.

Every single one of those people knows exactly where to within an inch that object/person is and can mark it on your map, even if you haven't been there and your map is blank there? Yep, makes sense.

My last word on the subject.
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Daddy Cool!
 
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Post » Fri Dec 25, 2009 12:48 am

The problem is that if they rely on quest markers like in Oblivion then you simply won't find the locations you need to visit if quest markers are turned off. In Oblivion there are often no descriptions like in Morrowind where to look because there is a quest marker leading to the objective. Without the marker you get lost, something that would probably even be annoying for people who do like to walk around in circles for a relatively long time looking for a cave entrance.

Then add directions and a marker toggle. Really, the issue is absurdly simple. Though your concern is legitimate - I'm thinking of ways to please everyone, not that that's always the best route to take with a game. For an issue as small as this one, I think a little compromise would improve the game for all players.
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Unstoppable Judge
 
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Post » Thu Dec 24, 2009 9:46 pm

Saw question:

My answer: No.

Want explaination? Too bad. I just like QM's moar.
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Elizabeth Davis
 
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Post » Fri Dec 25, 2009 6:03 am

I would be just dandy without quest markers as long as the journal entries were descriptive enough.

having a 100% accurate GPS breaks my immersion.
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Kate Norris
 
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Post » Thu Dec 24, 2009 10:00 pm

Then add directions and a marker toggle.


What about Radiant Story changing quest objective location?
Let's say there are 5 possible locations. Do you think they will have the quest giver record 5x the dialogue? It sounds unreasonable to me, but i could be wrong. And if Radiant Story chooses the quest objective location based upon the locations you haven't been to before, then that number could easily grow.
That's the issue i can't seem to find an acceptable markerless solution for.
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oliver klosoff
 
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Post » Fri Dec 25, 2009 4:23 am

Please read this because this has also been repeated ad nauseum. People who don't want quest markers don't want to be told "Hey my child has been taken and is in some cave" and be left to it. They want directions.
When developers use quest markers, they neglect to add directions, since people don't need them (they figure). You can't disable them otherwise you can't find anything at all.

Thus it's a dichotomy unless the developers want to put in the extra effort to implement both. My guess is they won't.

FNV has quest markers and directions. I was able to finish most quests without the markers and if I got stuck I could just check the marker. What I want to know is if FO3 did this, I can't remember.

So how were quests handled in Fallout 3?

As for the raidiant story quests, Beth did mention npc walking with you and giving directions. But I find it hard to believe they can give detailed directions. Things like "head north, it will be a cave,on your right". Were each comma is a seperate sound file that could be replaced with something else might work though. So instead of that last example it could be "head east, it will be an old ruin, on your left" etc.
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Terry
 
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Post » Thu Dec 24, 2009 9:35 pm

I'm pretty sure this has been explained, at length, many times.
Directions means you have to explore to find it using landmarks and such. That is exploration. A blip on a map turns you into a GPS-powered, homing missile. That is clearly not exploration.



I'm guessing what he was refering to as "true exploration" was..... you know, just going off into the wilderness to see what's there. Not heading to a specific spot for a quest, but just... exploring.

Not "questing" & heading out after a specific objective.
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Emma louise Wendelk
 
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Post » Thu Dec 24, 2009 3:40 pm

There really should be certain quests without markers imo.
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Timara White
 
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Post » Thu Dec 24, 2009 4:22 pm

I'm ok with the GPS markers to be honest. It's win, win.

When I feel like exploring I do just that. If I'm in a rush to find something, the markers help a great deal.

If it is an annoyance for some of you, why not just ignore it?
It always seemed as simple as that to me.

Though perhaps a feature to turn the markers on / off per quest in the quest menu would be nice.

I also wouldn't mind if it were zone markers instead. Similar to an MMORPG's "Find item x in this area" with a zone marked on the map.
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Lalla Vu
 
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Post » Thu Dec 24, 2009 9:04 pm

Quest markers are just another choice that should be included Game Options. A free-form game like Skyrim needs a lot of Game Options so everyone can play it the way they want to play.
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Russell Davies
 
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Post » Thu Dec 24, 2009 6:50 pm

I've played a couple of RPG lately that don't have the "the hold my hand thingy",and I must admit it felt like true exploring.So what would you guys prefer in Skyrim & why?

If someone came up to me and said do you want the quest marker to return.

http://www.youtube.com/watch?v=lgI2ZQVyrBo.
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Josh Trembly
 
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