Yes, but it tells you what to give to the person, and then it points them out and leads you to them specifically and they have a marker over their head.
That's all well and good as far as who, what, and where are concerned, but does absolutely
nothing to indicate the
why, which is what many folks here are so concerned about.
Take, for example, the quest to talk to Aventus Areteno: the journal tells you where he is and that you need to speak to him, but doesn't tell you why you should even be bothering in the first place. The person who gave you the quest told you why, but few folks are going to remember that after finally getting around to delivering said message 25 RL hours later.
Virtually all the RPGs I've played (which is a lot of them, as I've been at it for over 30 years) have had some means of making it clear just why you were doing what you were doing; some of them were more obscure than others, usually deliberately so, but
none of them had nothing at all to say about your activities, at least until now. Granted, I rarely leave quests lying around for extended periods, and if I do it's the main quest line so it's usually pretty clear why I'm doing those quests, but on those occasions where I
do leave a side quest sitting for a while it's nice to be able to look it up and reorient myself as to its purpose.
There
are occasions where I've deliberately done quests with no clue whatsoever as to why I was fulfilling them, usually because it fit the character's role, but it's not something I particularly like making a regular habit out of; a
large portion of my enjoyment of a RPG comes from reading/hearing the various stories the game has to offer and watching them unfold as I probe ever deeper into the game-world's mysterious (to my characters, at least) goings-on in search of answers to all the questions those stories are asking.