Luckmann
Arcane
Except it's absolutely not. "Explore absolutely everything" is not quest design, for fucks sake. You simply stumbling upon something randomly because you're autistic doesn't constitute good quest design. The quests themselves still rely on you having a quest marker, just like it does in Skyrim or Oblivion, and rarely are you given any meaningful indication of location, and tons of quests rely entirely on "I'll mark it on your map!". Even when you are given general directions such as "Somewhere in this region", there's no way to check what "Somewhere in this region" means, and if you start tracking the quest, a completely fucking reasonable thing to do and a game mechanic obviously intended to be used, you get a quest marker that leads you straight to it, with 100% unerring accuracy.Yeah, that's how the quest should've been designed, I agree, if the developers were actually competent. Relying on a quest compass system when it makes no fucking sense is incredibly lazy, although you'll hardly see the plebs accept anything without it, these days.
My point is that since the quest marker is completely optional, that it isn't designed around it. The way I described it is actually how it was designed, with a compass option for plebs unfortunately also in place. You can easily complete that quest in a natural way, just as I did in during my playthrough. You just have to continue your exploration of the world.
I'm a bit shocked and disgusted at the decline of the Codex here, defending quest compasses and the "If you don't like it, don't do it lol!" logic (or rather, lack thereof).