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It helps when the maps is 25% the size of Skyrim
I would love an option in ES6 to either have map guidance like in Skyrim, or a fully RP style like in Morrowind. Read the quest and go look.
Aah yes, I still remember wandering around for a week looking for a “Rock that looks like a dragon claw.” And know what? I fuckin hated it. It wasn’t the first time that I was well past the point of thinking this exploration and discovery through my own work was fun.
Maybe a floating marker that points toward the next door isn’t the best answer, but I won’t pretend that Morrowind’s vague nonsense and time-padding was either.
On the flipside, we all still remember where Caius lives because of the payoff of figuring it out.
I personally am a fan of the morrowind style questing, I’m also able to agree that quest markers have become an RPG norm and aren’t inherently bad. It’s when quest design revolves around: Go to marker, press A, go to next marker, press A, etc — that it all sort of devolves into slush.
Skyrim was released on November 11th 2011.
Y’all arguing about Morrowind vs Skyrim and I just want them to release ES6 already.
My biggest problem with Morrowind wasn’t the fact that you have to read… I like reading. But there’s so much reading. Not the journal, I’m talking NPCs. You could spend 20 minutes on like 3 NPCs easily, and half the time they say the same things. Say what you will about Skyrim, but at least the repetitive dialogue was short and spoken, and you weren’t spending time looking for the one NPC in the city that gives you a quest for 30 minutes. I would like to see them walk back the markers a bit though. Like having an option to turn them on/off would make a big difference, as long as the journals are thorough.
Compromise: vague Morrowind-esque directions, and a marker appears once to get close enough to each ‘step’ of the journey.
Justify the marker as ‘divine influence’ and make it immersive: not just a blatant marker.
Turns off in ‘hardcore’ or ‘role play’ setting; can be enhanced through a skill to support faster play-throughs.
If it was optional it would be okay. I don’t wanna spend hours wandering around looking for the next place I’m supposed to go
Oh boy another unique and totally not nostalgia blinded post about old good and new bad.
Morrowind: Instructions unclear, ended up deep in dwemer catacombs as a level 2
When I was a child, bereft of responsibility, I didn’t mind finding puzzles, reading documents, and finding my way. Now that I work 5 12s a week, show me exactly where the quest is please.
People are still making memes about how Skyrim is too casual and dumbed down? Game came out over 10 years ago while Morrowind was 20 years ago.
Kingdom Come Deliverance hardcore mode has the best compromise. No quest markers until you’re like 20 ft away from your goal, so if the NPC you’re looking for has moved, it’s not as frustrating to find them once you arrive.
I think both have their place and both can be bad in different ways. When a game is like Morrowind and doesn’t have markers it’s awesome…. Until they have a quest like that where the NPC isn’t actually in the town for some reason or only shows up in town for an hour in game during a full moon when you walk backward through a door 3 times. Obviously an exaggerated example but there is too much of that in modern gaming where it would take a stupid long time to figure out. Also too much icon hunting but there’s probably a happy medium somewhere in there. Ideally go to the town, ask around, find the dude where people say they saw him hanging about, then proceed with quest. Just IMO.
I remember loving Morrowind when I was really little, even though I did not have the mental capacity at the time to understand this style of quests.
I should go back and actually play through it now that I know how to read!
Day 100: I’ve found the naked man living in a dirty hut but seem to have sold the package in vivec during my last skooma bender. I hope it wasn’t important.
Brand-Shei: ‘I was adopted by Argonians. I have no idea about my past, who I was, where I was from, and I have literally no idea about how I could ever possibly find out.’
Dragonborn: ‘I know exactly where, in a shipwreck far to the north in the middle of nowhere. BRB’
What about Oblivion though? I liked how they solved it by making quest markers but the quest log was written like an actual journal tracking what was going on.
My favorite part is that people like to claim they don’t like quest markers, then immediately bust out the guide or wiki when they run into a game without them.
I like the more immersive concept of a journal more than quest markers *in theory*
But sadly I’m an adult now. I’ve got shit to do today and only a few hours max to play games. Sometimes I just want to know where I am and where I’m going
You know why we have way points? Cause those who played back in the day wished for them. Nostalgia is a hell of a drug.
Morrowind was the peak for immersion in open world RPGs in my opinion. Others have been excellent since, including Skyrim. But they are different and succeed and fail at different things.
In terms of believing that you were exploring a world vs. triggering cells, finding clues and items in world vs. following UI prompts, etc. Morrowind was the peak and I’ve been chasing that feeling ever since.
It bothers me to no end when people say “well just don’t use the quest markers.” The problem isn’t that they exist. The problem is that the entire game is designed around them existing. It is extremely rare in Skyrim to actually get directions that can guide you to where you’re going. They expect you to use the quest marker, and that removes a big part of the game that a lot of people enjoy. (Obviously not the majority.)
Personally I’d love a hybrid. For example: the waypoint is not a specific marker but rather a zone marked on your map. So you have to rely on the information from the quest to find your objective within the highlighted zone. Then, at least, the developers would still have to include some level of this information in the game.