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In Oblivion and Skyrim, you essentially had to follow the compass markers because the games were built around them and you simply didn't have enough information to complete a lot of the quests without them, at least not without prior experience from other play-throughs or a hell of a lot of pure guesswork. The lack of a marker in this game isn't detrimental; it actually gives you the capacity to roleplay (in an RPG? How shocking!) a bit more, make actual decisions, and apply a tiny modicum of thought to the matter. Once you play for a few hours and get out of the Skyrim mindframe, you'll be fine. You'll also find yourself having a lot more satisfying experience when you do complete quests because you actually had to figure them out rather than blindly chasing a compass point.
Lastly, Morrowind is a much more open-ended game in a lot of respects. A compass marker system would be sort of pointless here because a lot of the quests have junctions where you have like four or five potential paths to follow, and the game actually lets you choose which you want to take. It doesn't railroad you into one path or even make you do them in a certain order. If you had quest markers in this game, you'd often have half a dozen (or more) of them active at the same time, which I personally really disliked the few times it happened in Oblivion or Skyrim.
If Morrowind quests were like skyrim...
***SPOILER ALERT***
Your first quest is to find Fargoth and return his ring. Arrow points to him as you step out of the Excise Office and you return the ring. Quest complete. No choice not to return it.
Second Quest, find Fargoths hiding spot. Arrow points to quest giver, arrow points to lighthouse, arrow points to Fargoth, arrow points to fargoth putting stuff in stump, arrow points to stump. Go down and collect loot from stump and follow arrow back to quest giver. Quest complete.
Third Quest, Death of a taxman. Arrow points to quest giver, arrow points to corpse outside of town, arrow points to person inside the Excise Office, arrow points to taxmans friend in the light house, arrow points to the suspects house, arrow points to suspect (just in case you can't see him in his 6x4 hut). Confront the suspect but only have one choice and that's to kill him. Follow arrow back to Excise Office and collect well deserved reward.
Fourth Quest, find the shardaxe hidden in a stump. Arrow points to axe and you collect it. Quest complete (you don't want any hidden items otherwise the player might actually want to explore the world).
Fifth Quest, discover the flying wizard. Arrow points you outside of town where you encounter the demise of the flying wizard. You are given a scroll but it won't allow you to leap 3 miles into the air and come crashing down to your death or into an ocean 5 miles away. Instead it will be some generic scroll geared to your level that can be easily used. Quest complete (as opposed to a fun, imaginative encounter while your out exploring the world).