quest markers are based, relying on a game developer to make a game intuitive and completable is just asking for problems, there are infinite examples of this
quest markers just show the player where the content is, by being as obtuse as possible, gating off the end of the game with obscure puzzles that you need a game magazine to solve, that's pure autism
this is also a part of muh game is hard so it's good, having to delve into the mind of a game dev is frightening especially in the current age
also games generally shouldn't feel like work, like taking notes to play a game, most of the time is stupid, there is a reason I'm playing a game and not studying mechanics or actually useful things
also, especially in bethesgenre games, you have 20 sidequests and it is impossible to remember all of them, marking one at a time with a quest marker isn't bad at all