» Mon May 28, 2012 1:56 pm
I try to play with quest markers disabled as much as I can, because I don't want to play this game following an arrow. Possibly my next replay, with a different char, once I explored the world, felt the thrill of all Skyrim, etc... but not for now.
The problem is that I find myself lost several times. And anyway trying to play with realism, like being without a map, etc... it's not even conquered, even if you manage to do so, because the game tells you place names as you discover them.
Some quest givers mention details (person name, places, directions, etc.) some others just mention a place, and if you don't open the map, you just have one option: wait until you discover the place (and you know because the game tells you). So, while I think it's nice to play without much guidance, also I find it a bit complex, maybe not necessary, to go around completely lost. For instance, I was told to kill a bandit leader in a place, but nobody gave me details about that place... just another arrow (disabled for me). And don't get me wrong, is not that I want to do quest after quest, I love adventuring... but sometimes I just want to progress a little in the game, and I find myself reading the journal, without markers, and wondering where is that place or NPC... because it doesn't even mention the city.
If the game included a feature like a library where I could read about places, or an ingame map for adventurers (not UI map, I mean.. a map inside the gameworld), or something like that, I would surely go for it, instead of my UI map, for quests that mentions a tower, cave, etc...even if not all of them are catalogued.
Not being the case, my only choice (if I want to see if the quest is near, or far, to choose if leave it for now or not) is to open the journal and show the marker of the quest on map, and see where is the place. Once I get an idea where it is, I disable the quest marker and try to travel on my own... so lets say I play as if it was the character's map. You also get notices about "Map updated", so you can take it in some way as if your character updated the map.
Anyway, I understand that they can't create spoken dialogues for everything, but a solution for creating quests with more depth, and at same time avoiding long dialogues, could be something like ending the dialogue with this: "here, let me explain a little further...". Followed with a "journal updated" note, and then in your journal you could read something like: "There seems to be a cave to the SW of Whiterun, where this guy lost his sword. He could see the city from the entrance, so must not be far away".
Or as it works now, if the game included a couple more details, it would be helpful... right now seems to be designed to just follow the arrow to doors and NPCs, so a 3 minute dialogue is reduces to an entry in the journal saying: "Kill X on Y tower", and unless you remember, or activate a marker, you have no idea if the place is near city X or city Y, so you can only wish to find that place and NPC sometime while playing.. or activate the marker to see where it was.
Another example for this "find-myself-lost" stuff is that I crossed a guard saying something about a bandit camp somewhere, and I just noted it down on my real-life notepad under the "to visit" category, but just as I was doing that, I noticed a "map updated" notification on the screen, and a new quest on "Miscellaneous" with something so brief as: "Go check [place]"... First I don't know why a quest is needed there. And second, if you play with no arrows or map... how are you supposed to reach that place?
Sorry for the long post specially because it derived to a little criticism/complain, but I hope it's at least a bit worth as a reply to what you was asking.