I used to really like the quest markers but then I played Skyrim and took an arrow to the knee...
I'll show myself out.
I'll show myself out.
That's the entire point, isn't it? Because of the bloody markers, the designers don't need to type 'Kill 10 Rabid Pheasants located to the north of town' because they know the player will just follow the marker. Because of that, the location of the pheasants is a metagame aspect, never interacting with the game world, what diminishes it. Likewise, an arrow showing you where to go to reach your goal lets designers be lazy with the level design - instead of creating a level that clearly informs the player where they should go they just create whatever and the markers lead them on. (Conversely, play Slime Bomb Knight [http://sandbox.yoyogames.com/games/207152/download] and marvel at how each screen's goal is always clear even though the game only works because it forbids itself from using any sort of video game indicator.)Jodah said:I'm fine either way so long as there are sufficient clues in the quest to tell you where to go. "Kill 10 Rabid Pheasants" isn't really going to work without a quest marker. "Kill 10 Rabid Pheasants located to the north of town", however, would work.
What are you smoking? I think the only thing that really changes is your perception of the maps, since they're actually VERY diverse and detailed.Di-Dorval said:Thinking about it. I think the arrows encourage lazy map design. For exemple Skyrim and Oblivion and the likes are just big empty maps with important place far apart from each other.
The removal of markers would encourage smarter and more intersting designs imo.
Maps and the ability to put markers yourself is nice though!
Dwarf Fortress taught me otherwise. Those who use crutches before needing it end up stronger than those who don't, and are better off if they do lose their ability to move without a crutch. And, you can throw or put the crutch away, and still benefit from it forever. Conversely, it also teaches you that using a crutch when you don't need it hinders you as much as when you do, and even if you throw it away, it stays with you. But then again, Dwarf Fortress is sillyThe Random One said:That's the entire point, isn't it? Because of the bloody markers, the designers don't need to type 'Kill 10 Rabid Pheasants located to the north of town' because they know the player will just follow the marker. Because of that, the location of the pheasants is a metagame aspect, never interacting with the game world, what diminishes it. Likewise, an arrow showing you where to go to reach your goal lets designers be lazy with the level design - instead of creating a level that clearly informs the player where they should go they just create whatever and the markers lead them on. (Conversely, play Slime Bomb Knight [http://sandbox.yoyogames.com/games/207152/download] and marvel at how each screen's goal is always clear even though the game only works because it forbids itself from using any sort of video game indicator.)Jodah said:I'm fine either way so long as there are sufficient clues in the quest to tell you where to go. "Kill 10 Rabid Pheasants" isn't really going to work without a quest marker. "Kill 10 Rabid Pheasants located to the north of town", however, would work.
Markers are a crutch, and if you start walking with a crutch when you don't need one you'll end up needing it soon.
Unfortunately about 90% of the side quests give you no indication of where the maguffin you need to find is, apart from "a cave" or "bandit camp" and because the quests are randomised they don't even give names of the places, and you can't work off prior experience.z121231211 said:"there's not a single slightly significant thing in that game that doesn't sport a massive indicator on the minimap"
Wow, I actually had to read that like 5 times and simplify it down to understand it.
Also, while a lot of people like to say "well turn them off and enjoy the game properly" I'm one of those gamers that almost instinctively tries to utilize everything for efficiency's sake. So even if I try to immerse myself by turning everything off, there's always a nagging feeling in the back of my head to turn it all back on.
I've actually heard some complaints that the quests don't give you enough information to do them without the markers or at least you'll be severely hindered.Storm Dragon said:This article has inspired me to play Skyrim with the quest markers turned off and no fast travelling. Lets see how long this lasts once I actually start playing.
Back in the day it used to be done with smart level design, colour palettes and or lighting. Not only did you know where you needed to go, but you had a sense you were going somewhere, and you knew where you were. These days no effort is put in. /EndCrankyKongRantZhukov said:Eh, I actually rather like the markers. They let me know where to go last after I've explored everywhere else. Few things irritate me like accidentally stumbling into the next level/area/cutscene before I've explored to my heart's content.
I'm not disagreeing with you. I'm just saying I don't want a game that removes markers then just says "Go kill 10 Rabid Pheasants." I don't want to see devs taking the statement "get rid of the dang arrows" to mean just remove markers and let us figure it out without any clues what-so-ever.The Random One said:That's the entire point, isn't it? Because of the bloody markers, the designers don't need to type 'Kill 10 Rabid Pheasants located to the north of town' because they know the player will just follow the marker. Because of that, the location of the pheasants is a metagame aspect, never interacting with the game world, what diminishes it. Likewise, an arrow showing you where to go to reach your goal lets designers be lazy with the level design - instead of creating a level that clearly informs the player where they should go they just create whatever and the markers lead them on. (Conversely, play Slime Bomb Knight [http://sandbox.yoyogames.com/games/207152/download] and marvel at how each screen's goal is always clear even though the game only works because it forbids itself from using any sort of video game indicator.)Jodah said:I'm fine either way so long as there are sufficient clues in the quest to tell you where to go. "Kill 10 Rabid Pheasants" isn't really going to work without a quest marker. "Kill 10 Rabid Pheasants located to the north of town", however, would work.
Markers are a crutch, and if you start walking with a crutch when you don't need one you'll end up needing it soon.
Oh no it bloody didn't.floppylobster said:Back in the day it used to be done with smart level design, colour palettes and or lighting. Not only did you know where you needed to go, but you had a sense you were going somewhere, and you knew where you were. These days no effort is put in. /EndCrankyKongRantZhukov said:Eh, I actually rather like the markers. They let me know where to go last after I've explored everywhere else. Few things irritate me like accidentally stumbling into the next level/area/cutscene before I've explored to my heart's content.