Dead Space was like that tooSynthetica said:I really like the way Mirror's Edge (and possibly others) handle this: have a button to be pointed in the right (general) direction
And I totally agree with thisRacecarlock said:So, okay, wait a second. Quest markers can't be turned off because the directions were too vague, but they can't be in a game at all because that limits exploration?
Well shit, if the NPC was too vague, whatever. You're the one who said "I want to explore more", so stop whining and do some exploring. You want quest markers removed in the first place anyways, so pull on your man pants and start trekking, you so called "hardcore gamers".
It's simply very impractical and costly. VA is hard to include as it is, and adding VA for directions for every single of the hundreds of quests in Skyrim is a big ask, same with even adding text direction to it, would require many hours worth of work.CpT_x_Killsteal said:Or y'know, just use the same voice actors and same writers... Actually better writers, or just have the writers work with the rest of the design team like they should be. Having the VA use a slightly more descriptive line doesn't cost more money.Timzilla said:Yes, but all of those things cost money. (Both to hire voice actors and more writers) And at this point in the industry, games are making millions of dollars and still being labeled financial failures. Do we really need to add more costs to appeal to a minority of players? (and lets face it, that's what the hardcore gaming audience is now.)CpT_x_Killsteal said:Because Devs often use markers as an excuse to be lazy as shit. They will skimp on the NPC dialogue, skimp on the Quest information, and just outright not put a quest journal in the game sometimes. So instead they place a big fat marker on it and say "go here".endtherapture said:snip
Having a design team that works cohesively isn't a matter of cost, it's a matter of talent and teamwork.
Also, I wouldn't call hardcore gamers a "minority". Dark Souls is basically tailored to hardcore gamers and it made shitloads and cost less than the bigger AAA titles.
I never understood why we need quest arrows in game that have Clairvoyance spellSeth Carter said:Skyrim also offered a few cases of "find this thing" or "kill this target", where they just lazily pointed a big arrow at it rather then make some identifying in-world characteristic.
Oh, yeah, especially with quest descriptions like "go to cave A and kill there a guy B, but first find a thing in a village C" with zero actual directions where to find any of mentioned objects. Same with Oblivion. Problem is quest markers REPLACE directions, not support them, and their mere presence creates a psychological trigger "go there do that", making player to ignore lots of environment while plain running to quest marker.endtherapture said:Similarly in Skyrim, turning off your compass and just using the map to orient yourself is pretty fun at times.
I actually find in Skyrim this is the oppposite. In Skyrim I'll often have a quest but on the way to it I'll get distracted and run off somewhere else. Same with Oblivion.Rastrelly said:Oh, yeah, especially with quest descriptions like "go to cave A and kill there a guy B, but first find a thing in a village C" with zero actual directions where to find any of mentioned objects. Same with Oblivion. Problem is quest markers REPLACE directions, not support them, and their mere presence creates a psychological trigger "go there do that", making player to ignore lots of environment while plain running to quest marker.endtherapture said:Similarly in Skyrim, turning off your compass and just using the map to orient yourself is pretty fun at times.
Its the difference between "Go to the cave" in a world filled with a hundred caves and then simply going trial and error for possibly hours. and "across the bridge to the east of town there is a tower, turn north and the cave is behind the road sign at the T-junction" which means that while you have directions to go, you still need to explore a bit and it really makes the world feel more real than an arrow telling you exactly where to go in a place youve never been to.Racecarlock said:So, okay, wait a second. Quest markers can't be turned off because the directions were too vague, but they can't be in a game at all because that limits exploration?
Well shit, if the NPC was too vague, whatever. You're the one who said "I want to explore more", so stop whining and do some exploring. You want quest markers removed in the first place anyways, so pull on your man pants and start trekking, you so called "hardcore gamers".