Quest Markers, and why they should be discontinued.

Post » Fri Jun 08, 2012 11:03 am

I'll need to get myself a list of safe insulting names to call people. because I called someone a male chicken about two months ago and got suspended for about a week and I still have a big red warning line underneath my avatar.

lol I got done for 'idiot'
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Jah Allen
 
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Post » Fri Jun 08, 2012 7:49 am


Opinions are like (censored)...everyone has them. Some stink. Just as this waste of a topic. It's all about choice. They give you freedom to play as you want, and it still isn't enough. For some, I guess no matter what is done, there will always be complaining.

Funny that you should say that part about opinions, because I sure know which category yours falls into. You've obviously missed the part that has been repeated endlessly for those who are a little... slower such as yourself that it is not optional, because it's nearly impossible to quest in this game due to a complete lack of a proper quest journal and descriptions. It's really that simple, keep the damn quest markers in for all we care, but please implement the option to quest in traditional journal style which makes for a much more immersive experience.
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N3T4
 
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Post » Fri Jun 08, 2012 9:23 am

'Tis true, but IMO the magic compass removes even this simple pleasure. Nearby locations become visible even if you cannot see them, but I've noticed that when the compass is disabled, you get little terrain clues as to nearby locations.

It's clear from the 'when the compass is disabled' part that you play with the compass switched off. I play with the compass switched off. We both know that this is a perfectly viable (and immersive) way to play the game. So what are you complaining about? You've already identified the simple solution to your problem, and if other people like the compass, that's up to them.

They should accomodate both the people who want to use quest markers and those who don't.

This is fairly simple to do really. All they need to do is add a bit more descriptive detail to the quest journal. E.g. Instead of "Speak to Lod" it should say "Speak to Lod at the forge in Falkreath" and instead of "Locate Grimslever" it should say "Find Mjoll's sword Grimslever in the Dwemer ruins of .. north-west of Dawnstar."

Those are pretty badly chosen examples, since both those quest-givers do tell you where to find the person/thing concerned (or at least, you get told that Lod is the blacksmith in Falkreath, from which you can probably make a shrewd guess that he might be at the forge). So your objection looks like being that the game isn't magically writing down all the significant information that you hear, which does sound a bit like you want it to hold your hand.
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Greg Swan
 
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Post » Fri Jun 08, 2012 9:42 am

I completely agree with the OP.
Just for the record, an NPC saying: go to that and that cave
is NOT a direction
Also, nobody is capable of marking a map just so that the mark is EXACTLY where the place is
So if they really have to mark the map instead of telling us how to walk, we should maybe just know that the place we're looking for is in the marked area
optional of course, cause not everyone would like that, so they can still have their quest compass
But I'd just like NPC's to tell me the cave is somewhere south of Markath, and maybe an option to talk about your current quest with other NPC's so that they can give you more details about the place
Because now, I feel a lot of NPCs have not a real purpose, a lot of them are just there and can't help you with anything
While someone living near the place you're looking for should be able to tell you where it is, right?

Well maybe that is a bit ahead of us, but I feel like at least the NPC giving you the quest should tell you where it is, and not with 100% accuracy just mark your map.
(again, marks should be optional. I too am sometimes not in the mood to search for hours for a place)
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Kim Bradley
 
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Post » Fri Jun 08, 2012 5:59 pm

My opinion: they should make fewer of them, not remove them entirely. When it's about finding a certain location - no quest marker. When it's about finding a certain NPC, well, that's a whole different story...
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ijohnnny
 
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Post » Fri Jun 08, 2012 3:43 pm

I got no probelm with it being optional, just don't remove it entirely for us lazy folks. The only thing is, just exactly how difficult, if at all, would it be to program for optional quest markers and more precise directions from NPC's?
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Marguerite Dabrin
 
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Post » Fri Jun 08, 2012 9:43 am

I got no probelm with it being optional, just don't remove it entirely for us lazy folks. The only thing is, just exactly how difficult, if at all, would it be to program for optional quest markers and more precise directions from NPC's?

Not very. Bring back the journal from Oblivion and spend an extra few hours recording directions with VO's. Done.
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Damned_Queen
 
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Post » Fri Jun 08, 2012 11:46 am

Quest Markers need to be discontinued because they diminish the single most important appeal of any Bethesda game: The World.
  • The World is the main character of any Bethesda game. We all have different play styles, we all have different values, we all do things our own way - but the fundamental truth is that the only universal appeal of a Bethesda game is exploring a massive world. Bethesda themselves have tacitly admitted they aren't the best developers for combat, or dialogue, or character modelling, etc. But they know - just as we know - then when it comes to building a living, breathing world - they are second to none.
  • Thus, it is of utmost importance for gameplay to reflect the strength of a Bethesda game: exploring a World. Anything that diminishes exploration of the World, is diminishing the appeal of a Bethesda game. Anything that enhances the exploration of a World, is enhancing the appeal of a Bethesda game.
  • Quest Markers are a toxic inclusion that psychologically override the feeling of being in an explorable world, diminishing the universal appeal of a Bethesda game. When arriving at a new city, instead of the emotional reaction of having your breath taken away by a large town to explore, you are perpetually forced to acknowledge that everything around you is a secondary asset to your "objective". This sensation, the wonder, the joy - is tarnished. You are no longer tasked with the pleasure of exploration, of talking to strangers, of entering all buildings to locate your target. Instead, NPCs and buildings are trivialised because you are actually told they are trivial. The city "shrinks". Everything around you simply becomes an "asset" in a game.
  • In Elder Scrolls, you used to have to get directions from an NPC to locate something, for example, an NPC would tell you: "Head south from town until you reach the bridge, then head west until you reach the cave. It's just north of the stone statue". This system is actually an incredible enhancement to the feeling of being in an explorable world, for two reasons. 1. It engages NPCs meaningfully. and 2. It compels the player to actually view their surroundings, greatly expanding the scope of the world by having them physically navigate it with tactical instructions.
  • Naturally, some form of guidance assistance should be present in future games, which of course, brings me to mention Clairvoyance. Clairvoyance is actually a PERFECT replacement for Quest Markers for two reasons. 1. It is entirely optional and uses an expendable resource (magicka),.... and 2. It doesn't spoil the destination, it just provides the direction you should head in to reach the destination. For those two reasons, it would work as the perfect solution to those who get stuck. Oh, and if someone is going to state that Quest Markers are also optional and that I am making a needless complaint - that is inaccurate. Although you can indeed turn off Quest Markers in Skyrim by deactivating quests, the journal does not provide location information for most quests, which actively forces the player to require the use of them - or using the Journal, M>locate function.
In conclusion, Quest Markers should be discontinued because they diminish the sensation of exploration of a world, and the world is the single most important factor of a Bethesda game. For future titles, location information should be entirely journal-based from NPC directions, with the inclusion of the optional Clairvoyance spell for those requiring further assistance. This is the most ideal system to enhance the world, and thus, enhance Bethesda's games further.



1: Partially agree. I disagree that it's the only thing going for it. The games have epic yet simple stories that I f ind very enjoyable. But Exploration is a big part of it.


2:Completely agree, they should not diminish exploration.


3: Here's where thing get tricky and fall apart. You use language like toxic and forced. Quest Markers don't force you to do anything, they just tell you where the objective is. You can still go to any house you like, talk to anyone that you want. Want to go mess around at a Tavern and pay a bard to sing a song as you drink mead and have some leg of goat before a nice desert and then go to the Tavern owner to rent a room and ask about a Job, you can, the quest markers don't stop you. Want to go in that cave off in the distance off the path to your objective, go ahead, the QM doesn't mind. I actually find that they are good for exploration. You know where the objective is and going off the path will not get you lost. There's nothing forcing you to go to them, no time limits, the game doesn't kill or insult you for not Following the quest marker.


4: Honestly, I think this is worse for exploration. In Morrowind, you had to follow those instructions to the letter, one misstep would mean your lost and have to back track a bit and maybe all the way back to the start. Miss a funny stone that was a landmark, you could be quite off coarse. You couldn't even dream of going off the path too much, cool cave or Tower in the distance, don't go, you could not back track right and turn at the wrong funny looking rock and get lost. And the punishment for messing up the directions could be Hours of useless wandering where something better to do. Hell, Morrowind sometimes felt like it was giving me the finger by marking landmarks on my map and going: I know where this place is but I'm not telling you where it is so have this landmark for a place on your way on my round about way. Simply put, if you don't have a great memory, you were forced to have Tunnel vision due to the punishment for not following the directions to the letter.


5: I like Clairvoyance, it's a nice little spell and it could make a good alternative.


Conclusion: I really don't think they should be abolished, your damning of Quest Markers is really Hyperbole, they're not perfect and things could be better. Morrowind's system is actually worse than Skyrim's for the feeling of exploration because it actually punishes you for stepping off the path where Skyrims Quest Markers are just there and if you ignore them, they will wait. Thing could be improved, I think adding an option for Quest Markers to only appear on the Map screen would be a nice edition, and might be possible to patch in or at least keep in mind for Elder Scrolls 6: Elsweyr (well I'm hoping Elsweyr) or Fallout 4.
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Nauty
 
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Post » Fri Jun 08, 2012 6:32 pm

I completely agree with the OP.
Just for the record, an NPC saying: go to that and that cave
is NOT a direction
Doesn't that fit the definition of exploring, you have to find the place where they want you to go. Wouldn't that fit more in line with the Morrowind crowd of "We want to explore without Markers".
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Georgine Lee
 
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Post » Fri Jun 08, 2012 10:03 am

just [censored] turn them off [censored]
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Maya Maya
 
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Post » Fri Jun 08, 2012 5:43 pm

just [censored] turn them off [censored]
My exact thoughts as well. If you can't find the place, then explore you turned off quest markers for a reason.
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Chloé
 
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Post » Fri Jun 08, 2012 2:11 pm

Doesn't that fit the definition of exploring, you have to find the place where they want you to go. Wouldn't that fit more in line with the Morrowind crowd of "We want to explore without Markers".

You'd need a description how to get there otherwise you'd spend a lot of time covering Skyrim in a search pattern, over and over again.

My exact thoughts as well. If you can't find the place, then explore you turned off quest markers for a reason.

This is near impossible due to the either very minimalist or otherwise completely absent journal descriptions.
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Scotties Hottie
 
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Post » Fri Jun 08, 2012 8:40 am

They should just have given the main character a Pip-Boy.
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Laura Ellaby
 
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Post » Fri Jun 08, 2012 8:17 am

You'd need a description how to get there otherwise you'd spend a lot of time covering Skyrim in a search pattern, over and over again.
Quest markers accomplish that part and if you don't want to play with Quest Markers then expect to search. Is it a partial flaw in game design, maybe but at least the quest markers are optional to use unlike Oblivion where they were always on.
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Makenna Nomad
 
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Post » Fri Jun 08, 2012 1:26 pm

Doesn't that fit the definition of exploring, you have to find the place where they want you to go. Wouldn't that fit more in line with the Morrowind crowd of "We want to explore without Markers".

No, not at all.
Morrowind descriptions were detailed and accurate.
They went something like: 'Well, the cave is directly west from here but its hard to go that way. Take the road south out of town and head west when you see a big stone cairn. Follow that path and after a while the cave will be at the foot the mountain it leads to.'
Also, other NPC's could be questioned for directions, there was a whole class of NPC's called scouts.
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Daramis McGee
 
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Post » Fri Jun 08, 2012 5:55 am

Quest markers accomplish that part and if you don't want to play with Quest Markers then expect to search. Is it a partial flaw in game design, maybe but at least the quest markers are optional to use unlike Oblivion where they were always on.
Come on.. As was explained by many posts in this thread before the markers aren't really optional.

In short: with most quests you'd have no idea whats however what you're supposed to do, for whom you're doing it, and where you're supposed to do it. The journal is way to minimalistic to be of any use.
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ILy- Forver
 
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Post » Fri Jun 08, 2012 3:55 pm

No, not at all.
Morrowind descriptions were detailed and accurate.
They went something like: 'Well, the cave is directly west from here but its hard to go that way. Take the road south out of town and head west when you see a big stone cairn. Follow that path and after a while the cave will be at the foot the mountain it leads to.'
Also, other NPC's could be questioned for directions, there was a whole class of NPC's called scouts.
Morrowind directions though didn't specificly tell you where to go they just gave you a general area. Skyrim doesn't tell you anything unless the map icon is put on the map or you use quest markers but that right there should give you incentive to explore.
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Steve Bates
 
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Post » Fri Jun 08, 2012 6:57 am

Time to turn off this thread. Click.


Post Limit.
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Da Missz
 
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