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A quest marker directing me to look under a bed for the childs journal is annoying.
- Take the third turn east at the second guar from the right.
- Or, simply: "go there, don't know where, and bring me that, don't know what".
Anyway, quest markers, at least from the developer's perspective, serve 3 important purposes:
1. Appeal to kiddie gamers with the reading comprehension of a goblin
2. Appeal to casual gamers with the attention span of a bandit (with an arrow sticking out)
3. Appeal to adult gamers, who are often forced to take gaming breaks as long as Serana's sleep, and simply forget what's what and who's who.
Of course, such issues might be solved by adding a custom journal, with better quest design, and the ability to ask NPCs for directions (like in Daggerfall). However:
- A custom journal, or just a better UI in general, all that was sacrificed to the lowest common denominator, the consoles
- Better quest design? Haha.
- NPCs having more interaction options? Not on my watch. There are mudcrabs which must be discussed first. Or mostly because that would require more voiceovers, and gods forbid there are unvoiced lines.
Outlander n'wah.
Afterwards, they simply said, "screw it", and made quest markers for just about everything.
Quest text in skyrim isn't descriptive enough to find your objective most of the time, so you NEED the markers.
They weren't necessary in Morrowind because you had a wall of text of the npc telling you most relevant information and you had to figure the rest out.
Obviously with most people's reading comprehension and attention span approaching that of a goldfish, Morrowind's quest objective design doesn't work anymore.