» Fri Jun 08, 2012 10:20 am
I fully agree with the OP, I have made the point several times myself. IMO it's all very well saying you like the markers because it removes all the tedious exploring & finding, but then I have to ask whether you're playing the right game - a game that has a first position of exploring & finding. As it is, you're playing a game where all you're doing.... is following an arrow. Literally, you are playing a game with a built-in walkthrough. You are told where to go, who to talk to. I cannot see any gameplay in that, ad I suggest that the game becomes a slightly more involved Mortal Kombat because of it.
OK, I may be over egging that point, but I think it's valid. Enough people say they like it for it to remain an option I guess (as baffling a concept as it is, I have to bow before popular opinion) but I have to wonder why the central core concept of an explorable world was lost.
Actually I do know - the voice acting dialogue system is responsible IMO. Once the text dialogue was dropped, a lot of NPC flexibility was lost. Procedural dialogue is now not possible, and so generated directions from NPCs cannot be possible. So the quest-marker was placed in and a large part of the gameplay is removed.
And yes, it IS gameplay. Playing a TES game was as much about exploring & finding as anything else, getting lost is not a barrier to gameplay, it IS gameplay.
But, I have no problem with optional quest markers & fast traveling for found locations, just, you know, make it part of the game not the walkthrough.