Yep that's typically how I feel, I liken it to haven subtitles on a show/movie that's already in your native language. You don't need them, but your eyes can't help but gravitate towards them and read along. In a game like Oblivion there was no real avoiding it because the 'compass' was sitting their right in the middle of the screen, always telling you where everything is. Bethesda did a better job withe the UI design in Fallout 3, where the same functionality was much smaller and tucked away in the bottom left of the screen.SnakeTrousers said:For me it's largely a visual problem. Floating objective markers are noticeable; they stand out and, while the reason for this seems obvious, the result is that they become the focus. Your eye goes straight for it instead of taking in the environment, which fades into so much background noise.
If developers could start making the markers a little less conspicuous I doubt I would mind so much. We don't need an arrow to tell us where to go when putting a little white dot over the spot will suffice. Or, dedicate a button to making the marker pop up, then have it disappear when the button's released. It's there when I need it, gone when I don't, and I don't even need to go into the option menu to switch it off if I don't want to use it.
Another thing that can cause the same problem for me is minimaps, and I've been the most annoyed by Square in this. FFXII and especially the FFIV remake on the DS have been the biggest offenders for me. I mean on the DS where Dragon Quest remakes used both screens to extend the gameplay view (and could be rotated), the FF remakes they made the entire bottom screen a map that basically showed you the whole level and where all the secrets were.