wishbonetail
Learned
- Joined
- Oct 18, 2021
- Messages
- 671
Hmm, life was hard without quest markers. God bless the soul who brought us this incline.
Quest markers aren't generally a dumbing down thing. If you use them to mark a general area to avoid wasting time on an otherwise yuge map, it's a good thing.
If you do it Bethesda style, where a quest says: "can you find the fabled treasure nobody found in 1000 years?", then mark it on the map so you just need to go there and pick it up, that's horrible.
It's all about balance.
Yes I completely agree, we don't necessarily need to go back to Morrowind-style 'follow these fucking obscure directions, have fun fuckwad!' for every quest (although sometimes I think it can be fine and promotes natural exploration) - for a lot quests it's perfectly OK to mark a specific area and then let me explore that area.Quest markers aren't generally a dumbing down thing. If you use them to mark a general area to avoid wasting time on an otherwise yuge map, it's a good thing.
If you do it Bethesda style, where a quest says: "can you find the fabled treasure nobody found in 1000 years?", then mark it on the map so you just need to go there and pick it up, that's horrible.
It's all about balance.
Quest markers aren't generally a dumbing down thing. If you use them to mark a general area to avoid wasting time on an otherwise yuge map, it's a good thing.
If you do it Bethesda style, where a quest says: "can you find the fabled treasure nobody found in 1000 years?", then mark it on the map so you just need to go there and pick it up, that's horrible.
It's all about balance.
so you mean just like irl when someone can point at a map instead of giving you verbal directions?Quest markers aren't generally a dumbing down thing. If you use them to mark a general area to avoid wasting time on an otherwise yuge map, it's a good thing.
If you do it Bethesda style, where a quest says: "can you find the fabled treasure nobody found in 1000 years?", then mark it on the map so you just need to go there and pick it up, that's horrible.
It's all about balance.
With quest markers you don't have to be able to read and you don't even have to be able to listen. There's less and less need to pay any attention whatsoever.
Ironically, the most asked question on the internets about Morrowind back then was: "Where in Balmorra is Caius Cosades????", so as far as Bethesda was concerned, the average player wasn't even capable of reading.If you're told, "Go talk to Ontus Vanin in the Imperial City" as a quest objective, the quest marker shouldn't just point you straight towards him
Wait, people near you can still read and use maps, instead of needing a constant voice telling them "In 5 m turn left and look up. You have reached your target."?so you mean just like irl when someone can point at a map instead of giving you verbal directions?
The average consumer wants to enjoy their video games in bite-sized, 30 minute chunks which are comprised mostly of loud noises and flashing lights.Ironically, the most asked question on the internets about Morrowind back then was: "Where in Balmorra is Caius Cosades????", so as far as Bethesda was concerned, the average player wasn't even capable of reading.If you're told, "Go talk to Ontus Vanin in the Imperial City" as a quest objective, the quest marker shouldn't just point you straight towards him
As I often said before, when Bethesda decided to focus on the console market for Lolblivion, they must have made an internal list looking smth like this:The average consumer wants to enjoy their video games in bite-sized, 30 minute chunks which are comprised mostly of loud noises and flashing lights.
so you mean just like irl when someone can point at a map instead of giving you verbal directions?
Yes I completely agree, we don't necessarily need to go back to Morrowind-style 'follow these fucking obscure directions, have fun fuckwad!' for every quest (although sometimes I think it can be fine and promotes natural exploration) - for a lot quests it's perfectly OK to mark a specific area and then let me explore that area.
Now I don't need to remember how people look like, only that they have arrow on top of their head.
My controversial opinion is that if something isn't fun in a hour long increments, it's probably not very fun at all. If you're going to ask the player to spend so much time looking for their next objective, the search by itself needs to be compelling gameplay. Gameplay with its own win/fail states (or at least hints that you're pursuing the right/wrong lead), integration with roleplaying systems, and strategic options; it's basically like designing a puzzle. In D&D, there's like a million ways to search for something. You can roll for any number of checks and interrogate whoever you want. Or in adventures games like Zelda, navigating through an area is often presented as a mini-puzzle. If the devs can't fill an activity with interesting gameplay, it's sensible to just cut it out of the game altogether.The average consumer wants to enjoy their video games in bite-sized, 30 minute chunks which are comprised mostly of loud noises and flashing lights.
You're close. Quest markers absolutely are "generally" a dumbing down thing. They can be a good solution in certain contexts ... but that is the exception. In general, a game world that is navigable without training wheels is smarter, more immersive, more involving, and more elegant.Quest markers aren't generally a dumbing down thing. If you use them to mark a general area to avoid wasting time on an otherwise yuge map, it's a good thing.
All this talk reminded me of survival horror game called Rule of a Rose on PS2. It does not have an especially good gameplay or level design but navigating there is done in a form of various suble( or not) hints in the environment (like traces of leaves, white bunny, butterfly, sounds, marks on walls, dog sniffing out stuff) so you almost never get lost and at the same time do not feel like a trained monkey following compass.You're close. Quest markers absolutely are "generally" a dumbing down thing. They can be a good solution in certain contexts ... but this is the exception. In general, a game world that is navigable without training wheels is smarter, more immersive, more involving, and more elegant.
Don't bother. It's not worth to spend your time on this game.
Has anyone here actually finished the game with the Railroad as their faction choice? Getting close to being done with DAO and was thinking of another Fallout 4 playthrough. Just realized I never have actually sided with the Railroad.
Third generation synthetics represent the pinnacle of synth technology, being virtually indistinguishable from natural-born humans right down to the cellular level. Each Gen 3 synth is built from lab-grown bones, muscles and other tissues that are assembled and brought to life at the Institute's Robotics lab, and are "born" with the bodies and mental faculties of full-grown adult humans. Though entirely biological, each Gen 3 synth contains a neurological implant inside their brain allowing them to be "programmed" and manipulated via voice commands. This implant cannot be detected or removed without killing the synth. Synths are also installed with additional components, such as neuro-servos and other implants.