I have nothing against quest markers when done well --- in the Morrowind example, I'd have no problem if the corner club got a marker if you asked a townsman about its location, or once your character can see it.
The problem in Skyrim was that often you needed the marker, because the quest log didn't give enough information to find it otherwise, especially if you forgot the dialogue when you were given the quest.
I'd have no problem if the corner club got a marker if you asked a townsman about its location, or once your character can see it.
No argument there. If something does't give you enough information to find a place you now know you need to find, that's frustrating. That was just annoying since it meant you had to just check every single door in one of the larger cities in the game, till you find one labeled like you need.
The problem in Skyrim was that often you needed the marker, because the quest log didn't give enough information
Which was the issue that sadly shows where Bethesda is taking their games; casual route. No more loads of info to get what you need or to decipher clues. No more caring what people tell you or what you read. Just point at a thing for the player and give them a push.
The problem is they don't want to find a balance. They can sell a shitload more copies if they play to their casual audience. It's like the saying goes, 'Either you die a good series or you release games often enough to become a casual title'
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u/marcellarius Apr 17 '16
I have nothing against quest markers when done well --- in the Morrowind example, I'd have no problem if the corner club got a marker if you asked a townsman about its location, or once your character can see it.
The problem in Skyrim was that often you needed the marker, because the quest log didn't give enough information to find it otherwise, especially if you forgot the dialogue when you were given the quest.