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Rapportera problem med översättningen
I like puzzles. I like things you can *solve*. My favorite kind of quest is the one where you get a concrete goal but it's up to you to figure out how to achieve that goal. Ultima 4, for instance, is really cool to me because the game's very up front about your goal -- become the Avatar! -- and everything that happens in the game is just this big puzzle box you're teasing apart to figure out *how* to reach that goal. Dragon Quest 1 kinda works the same way -- you can see the final dungeon from your starting town, you know *where* you need to go, and the entire game is a question of *how* you get there. Most open world RPGs don't do this, and this isn't super relevant to Elden Ring -- just laying some background on what I like.
(As a side note, GTA game missions being super linear checkpoint-to-checkpoint tasklets feels utterly antithetical to the rest of the open world design in those games to me. Witcher 3's witcher sense stuff annoyed me for the same reason).
Elden Ring's quests to me have just felt like... things happening. I don't know *how* I completed the first part of Roderika's quest, it just kind of finished itself? I don't know how you're supposed to reason about finding the Shabriri Grapes. I did the stuff with that southern castle and the rat tailor guy out of order and I'm not sure what the game *wanted* me to do there. I don't really have a good... overarching sense about *why* I'm supposed to be killing things to get stronger so I can kill more things. I'm going roughly in the direction the bonfires point me because they're very clearly pointing me in a direction, but I'm also not sure why I'm doing this.
It's not really about the presence or absence of handholding. It's more about... a feeling of disconnect between what the player does and how the game responds. I don't want constant feedback and quest rewards and things telling me I'm doing a good job and putting me on the right path to the next quest target or whatever -- that's boring! But if I do something and that causes a quest to advance, I want to feel like the connection between what I did and how the game reacted is discernible.
Elden Ring's got areas that have this kind of solvability to them, in the map design. Like you see some item that's out of reach, or some locked shortcut, and you need to figure out how to get there, through exploring, or piecing together how the map should hook up, or engaging in some creative platforming. And dealing with enemies as kind of puzzle to be solved is... just a very central thing to Souls-ish games, and it's very much present here. So I suppose I'm just... thinking it's a shame that you can't really think through the quests in the same way.
Daggerfall quests randomize quest targets and occasionally sub-events. This doesn't work very well though, so you get quest objects spawning in places you can't feasibly reach, or some quest steps just... not firing, ever. It's not really an issue with the quest's being /obscure/ -- they're all very simple fetch quest/go to place X and kill Y things. It's more they... just don't work right.
And then story quests mostly trigger automatically when you hit level thresholds and you don't have to do much to start them.
It's one of the only older PC RPG that really works like that and isn't a very good frame of reference for comparing other open world games against.