It's hugely significant, actually. Reading directions and following them requires paying attention to what is said, and looking at actual features of the landscape."Challenge" is a bit of a stretch. NPCs give you directions in excruciating detail and it's added to your journal.OpenMW isn't picked up by Steam as Morrowind, probably why.
Yes, but lets be real. Morrowind filter more normies. If Morrowind had quest compass and other Oblivion stuff and Oblivion din't had, Morrowind would be more played.
The number one filter for mediocre minds is always the presence of navigation challenge.
People totally exaggerate the significance of the lack of quest markers/compass in Morrowind. It's a cool feature for immersion purposes but that's basically the extent of the difference from a gameplay perspective.
You have to read the NPC dialog, remember it (or keep checking your journal for the instructions), and keep your eyes open as you walk along the road.
"Follow the road until you reach the bridge across Foyada Mamea. Take a left turn towards the mountains. Near the big tree, you will find the entrance to the ancestral tomb I want you to steal an item from."
This makes you actually engage with the environment instead of staring at a fucking marker and just following the compass on autopilot.
Modern gamers have completely lost their navigational skills thanks to almost 20 years of quest compass brainwashing.
There's an indie Morrowind clone whose demo didn't have any markers whatsoever. They were forced to include markers as an optional feature (you can disable them in the menu) because so many people who played the demo were lost and claimed that the game didn't give them any directions.
The demo starts in a cave, little intro dungeon that shows you the ropes. Once you get out of the cave the game suggests to visit Garkai, the nearest city.
There were no markers showing the way, but there was a little footpath and a sign that says "Garkai" when you hold your crosshair on it. Can't be more obvious, can you? Obviously, a road will lead somewhere. And when there's a roadsign telling you where it leads, you just have to follow it.
But people went off into the wilderness instead and acted confused when it didn't lead them anywhere and they had no compass markers to show nearby points of interest. They were so conditioned by markers that even following a FUCKING ROAD was too much for them.
Worse, when they did reach the city and talk to NPCs to get quests, they claimed the quests had no instructions.
There's an extensive journal system that tells you exactly what to do. But you have to open your journal and read it.
Also, NPCs give you directions like in Morrowind. The relevant place names are even highlighted in a different color to draw your eyes to them.
Despite that, a lot of players still claimed the game didn't give them any direction.
Because modern players had their brains utterly destroyed by quest markers. They don't know what to do if there's no marker to follow.
Not having these shitty markers in your game is a HUGE improvement in gameplay, and a MASSIVE filter for casuals.