Quest Markers, and why they should be discontinued.

Post » Fri Jun 08, 2012 10:11 am

Also, a lot of people are saying that quest markers shouldn't be removed entirely, but that the game should be designed so that they're properly optional, which is completely reasonable, but it isn't what OP is saying. It says right there in the subject line that they should be discontinued, which is daft since many people find them useful.

And nearly all the quests in the game *can* be done without using the quest-marker, because the quest text tells you to kill someone or find something or whatever in XYZ place, and you can just look at your map and find XYZ place and then go there. Somebody responded to this point saying that this was just like having quest markers but harder, and what we need is verbal descriptions instead of map marks, but honestly, I rapidly lose sympathy at that point. If I were giving someone directions IRL to a place which was more than a short distance away, and they had a map, I would certainly show them where it was on their map, not give them convoluted directions with reference to landmarks I probably couldn't even remember.

Of course there are some quests which don't give a location (from memory, the Gauldur quest says "investigate the Gauldur legend", so if you want to deliberately set out to complete it, you would have to look at the quest marker, but of course you do have the option of just keeping it on the back-burner until you happen across a further clue), and clairvoyence really should be fixed so it works reliably, and those are real problems which ought to be addressed, but the OP does come across rather too strong.
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Annika Marziniak
 
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Post » Fri Jun 08, 2012 6:21 am

And using the map to chunder to the location is still a linear way of playing, the point is quests should be built around old school RP techniques and the quest marker should be added to them.

I really don't see how using the map to 'chunder' to a location is any more linear than following a set of directions to get there. In fact, I would have thought that using the map was *less* linear, since if you follow the directions correctly, you'll always take the same route.
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Yama Pi
 
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Post » Fri Jun 08, 2012 8:17 am

PLEASE [censored] READ BEFORE COMMENTING. YOU CAN'T PLAY WITHOUT QUEST MARKERS IN SKYRIM BECAUSE THERE ARE NO DIRECTIONS IN THE JOURNAL.

That's a fair point. However I would still want the option of quest markers even with directions. Directions can be confusing and the world is not always easy to find stuff in. I have a hard time finding stuff with treasure maps sometimes, even.
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Tyrone Haywood
 
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Post » Fri Jun 08, 2012 12:11 pm

I politely request you actually read a thread in full before commenting, because I have actually already rebutted you in the last bullet point. I discuss how quest markers AREN'T optional.

In future, please read a comment properly before responding.

Maybe you should have had a "quest marker" pointing at your last point, then maybe it would have been seen before replying.

It just goes to show why quest markers are there in the first place.

Uldred
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Mark
 
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Post » Fri Jun 08, 2012 1:35 pm

Removing quest markers and map markers is great, but really, when it comes right down to it the journal is the archetypal hand-holding device. There should be an option to turn it off, because if I'm not paying attention when someone speaks to me, I deserve not to know where I'm going. Putting detailed directions in a journal is just "dumbing it down" for casuals who can't be bothered to think while they're playing. Real role-players don't need those kinds of concessions from developers. They just put it in to appeal to a wider audience.

*ducks for cover*
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james reed
 
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Post » Fri Jun 08, 2012 11:27 am

I really don't see how using the map to 'chunder' to a location is any more linear than following a set of directions to get there. In fact, I would have thought that using the map was *less* linear, since if you follow the directions correctly, you'll always take the same route.
That depends on how vague/descriptive the directions are, which can be changed based on the quest situation unlike the map being marked out.

If I were giving someone directions IRL to a place which was more than a short distance away, and they had a map, I would certainly show them where it was on their map, not give them convoluted directions with reference to landmarks I probably couldn't even remember.
If you played Morrowind (sorry to bring Morrowind up) then you would know that there are some quests that use directions, and some that use the map based on the situation.
So if someone got seperated from their husband while hunting in a paticular area you would get directions whereas if someone wanted to get you to clear out a mine they would mark it on your map.
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IM NOT EASY
 
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Post » Fri Jun 08, 2012 5:01 am

Directions won't work for much of skyrim.
Many of the dungeons for quests are picked at random or have an alternate destination if you've recently cleared out the primary dungeon. This means multiple voice actors would need to give direcions to a dungeon from multiple locations. This is also the age of voice acting.

Removing quest markers and map markers is great, but really, when it comes right down to it the journal is the archetypal hand-holding device. There should be an option to turn it off, because if I'm not paying attention when someone speaks to me, I deserve not to know where I'm going. Putting detailed directions in a journal is just "dumbing it down" for casuals who can't be bothered to think while they're playing. Real role-players don't need those kinds of concessions from developers. They just put it in to appeal to a wider audience.

*ducks for cover*
Here's the problem with that stupid idea, what if say you save your game just after getting the quest and pick it up again over the weekend. Whoops because the game doesn't keep a record your penalized for having a life outside it. Or your called away for a quick chore while they're giving you the directions.
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Verity Hurding
 
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Post » Fri Jun 08, 2012 1:24 pm

Hm. If the Journal wasnt so completely useless for quest details and directions, I would be in the "Dont like it, turn it off" group of responders. However, the Journal IS completely useless for details and directions so you cannot functionally play the game without quest markers.

Edit: I posted before reading the above posts, but I still stand by my statement. The Journal should have copies of conversations ala Morrowind, its just text, and the dialog should have directions. Failing any meaninglyful dialog(because we all know thats not going to happen) the Journal should still have written notes. Many quest givers already give you pieces of paper with notes and lists and directions on them, why not just integrate that into the Journal instead of the Inventory?
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Amanda Leis
 
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Post » Fri Jun 08, 2012 3:25 pm

Here's the problem with that stupid idea, what if say you save your game just after getting the quest and pick it up again over the weekend. Whoops because the game doesn't keep a record your penalized for having a life outside it. Or your called away for a quick chore while they're giving you the directions.

I'm fairly certain that theMagician wasn't making a serious suggestion, but rather intended to point out a perceived contradiction in the attitude of some other posters. However, your problem would be solved if there was a dialogue option for "I'm sorry, please could you repeat those directions, I couldn't hear you because a guard just walked past and asked if somebody had stolen my sweetroll".
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Nikki Hype
 
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Post » Fri Jun 08, 2012 7:04 am

Couldn't agree more op,as much as i enjoy skyrim(when the bloody thing isn't lagging or freezing my ps3)i do recognize it and oblivion have been dumbed down since morrowind,exploring in morrowind and using landmarks and information to get to quest locations was a pleasure,but in skyrim all i do now is fast travel everywhere once i have a location anywhere near a quest objective =/

I find myself going into a new town/city,just clicking on npcs to get any quests they have then following the marker directly to it,i remember back with morrowind i would go off exploring every nook and cranny,not anymore,seems pointless.
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BethanyRhain
 
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Post » Fri Jun 08, 2012 4:59 pm

The quest markers are too much of a gps for me. It would be fun to have a real option to those markers.

I would love to try a system where you would have to mark the locations to the map all by yourself. You find a new location and then you would have to point the spot on the map. You mark it to the wrong place, and there would be some problems. Anyway, I am already speaking about an entirely new game because a screwed map in this game would be pretty painful. An adventure game with a heavy emphazis on map would be fun if designed correctly.
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Justin
 
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Post » Fri Jun 08, 2012 10:15 am

I used to be an adventurer like you, then i took an arrow in the quest.
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Penny Courture
 
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Post » Fri Jun 08, 2012 3:45 am

http://www.freemaptools.com/radius-around-point.htm
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*Chloe*
 
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Post » Fri Jun 08, 2012 2:33 pm

http://www.freemaptools.com/radius-around-point.htm
That would be better than nothing

But the day TES takes cues from Spore will be a sad day indeed
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Holli Dillon
 
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Post » Fri Jun 08, 2012 11:54 am

Well, Morrowind was my first TES game, so I got used to finding quest locations based on the directions given by the person who originated the quest. They might mark a nearby major location, such as a Dunmer stronghold or Daedric shrine. A few of the directions certainly could have been a little less vague, though. On some quests, it took me a while to find the location
So, Oblivion comes out and now they show you exactly where to go by marking it on your map. I'll admit it lacks subtlety and takes away some of the fun of finding your way there, but I dont really have a problem with it. Was I super excited that it was implemented? No, it was more like a "huh, thats new" reaction.
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jadie kell
 
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Post » Fri Jun 08, 2012 11:25 am

Agreed, but one of the reasons this was added to the game was because they targeted not so much advlts but Children also. They also needed sales so they had to add little things like this.

If they discontinue this, they might lose fans that have been used to using the Quest Markers, many which started on the Elder Scrolls 4: Oblivion. To them, this is something they need. If they take this away it won't feel the same to them.

But i agree with you. That is why Morrowind is still the best in Elder Scrolls.
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stephanie eastwood
 
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Post » Fri Jun 08, 2012 1:44 pm

Ah yes, I'm sure we all miss the directions from Morrowind:

"Head out the gate, there's 4 gates to this city so just wing a rock and go whatever direction it does. Follow the bearly discernable road through the Ashlands until you find a plant, turn right or left and walk diagonally for 30 yards. You should find a lake or a mountain or something... get over it or go through it... then turn around and head back to that plant and do 5 spinning cartwheels. Keep walking until you find the place and if you fall off the edge of the map you've probably gone too far. Good luck and thanks for the legwork you n'wahfetcheroutlander scum."

Post of the night.

Seriously, it makes a million times more sense that someone would mark your map than it would for them to tell you these messed up directions. I just RP that the person used magic to mark the map, which creates a spell that leads me directly to that spot/person.

Honestly, it's not hard to adapt to it, and if you don't like it, do as countless others have suggested and turn it off once you have a general idea of where you're going.

I can't count how many times I had to comb this website for where something was, especially in Vivec. Oh god, that place gave me nightmares...
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Spaceman
 
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Post » Fri Jun 08, 2012 3:58 am

PLEASE [censored] READ BEFORE COMMENTING. YOU CAN'T PLAY WITHOUT QUEST MARKERS IN SKYRIM BECAUSE THERE ARE NO DIRECTIONS IN THE JOURNAL.
then when the CK comes out, change the journal entries. problem solved. also, don't type so loud, it hurts my eyes. (they're just doing it to get a rise.)

on a less aggressive note; I agree, they should be an option, but not by default. i enjoyed whipping out my vvardenfell map to calculate locations. alternately, i enjoy the expedience of having the location pointed out sometimes.
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Amy Melissa
 
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Post » Fri Jun 08, 2012 11:06 am

I have many fond memories of Morrowind. Running around for two hours looking for one location isn't one of them
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Fiori Pra
 
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Post » Fri Jun 08, 2012 3:54 pm

You know, what's really funny is the OP is throwing a fit because he feels that quest markers are too much of a dumbing down, hand holding part of the game.

Yet he absolutely refuses to attempt to play without them because he needs to be TOLD EXACTLY WHERE TO GO. Even though others have already stated that there are sufficient directions given in 99% of the quests. Nope, not enough HAND HOLDING is it?

*giggles*
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Victoria Vasileva
 
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Post » Fri Jun 08, 2012 1:21 pm

I'd love it if Skyrim implemented the Morrowind style, I miss actually following directions, spending some time looking for things, although there were times it became frustrating nothing made me feel as accomplished as I did when finishing a difficult Morrowind quest, the Dwemer puzzle box comes to mind :D
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Manuela Ribeiro Pereira
 
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Post » Fri Jun 08, 2012 3:34 am

You know, what's really funny is the OP is throwing a fit because he feels that quest markers are too much of a dumbing down, hand holding part of the game.

Yet he absolutely refuses to attempt to play without them because he needs to be TOLD EXACTLY WHERE TO GO. Even though others have already stated that there are sufficient directions given in 99% of the quests. Nope, not enough HAND HOLDING is it?

*giggles*
Actually, 99% of the quests have journal entries like "Go here" or "Talk to Aela"
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Shannon Lockwood
 
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Post » Fri Jun 08, 2012 5:19 am

It's too big and there are too many quests going on simultaneously not to have them. If you were just moving down a linear corridor, no problem, though I still hate backtracking and fumbling around. At best they could make a way to toggle them off for people like the OP who are bothered. But I don't want to see them gone completely.
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Tom Flanagan
 
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Post » Fri Jun 08, 2012 6:06 am

Quest markers were made for people who didn`t understand what adventuring was and couldn`t be arsed to understand. I remeber when I first tried Oblivion (unmodded) I was shocked when I found myself actually running into walls because I was just staring at the Quest marker, not even looking around. that`s what made me look for a Mod to get rid of it and start a new game. Then my enjoyment went up 100 fold; no longer was i a robot following a GPS marker- I was an adventurer again.

In my opinion it ruined rpgs and it was only because of Mods (which allowed me to remove them totally) why I still play their games today.

Markers should go and in their place put in proper quest descriptions with map locations so the Player can see wherabouts he needs to go like it should be. People who think they must have them would find they don`t need them- it`s just a needless crutch.
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brenden casey
 
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Post » Fri Jun 08, 2012 8:39 am

You know those treasure maps you can find, "treasure Map VII" and such, that make you look for various landmarks to find where you're going. Yeah, fun every once in a while, but to do this for every quest in the whole game?

Damn son, I have enough trouble getting around in real life, and we have streets with street signs and GPS. I wouldn't want to play a game where I had to spend an hour running around in the woods wondering if I was supposed to turn left at this rock, or that other rock... and I turned around once already, so should I turn right instead left? Hell, even with the quest markers I have trouble.

Just no, dude. This is one area where the 99% of people who want a fun game should win out over the 1% of people who want a medieval navigation simulator. Sorry.
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Mackenzie
 
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