NMA - Round 3 Podcast - Automatron DLC

I've posted this in the podcast as well, I think it's a really good perspective on quest markers and map design mostly focused on Thief, but it's generally applicable as well:

Relevant part starts at 3:13, but the rest is pretty good, too.


I agree with pretty much everything that was said in that video. I haven't played Thief and it honestly doesn't look that interesting to me but I have to admit, based on the videos they showed, the original looks much better than the new one. You can tell that the new one suffers horribly from the very typical game design tropes that everyone is bored of. Modern games all do this and the developers should show some restraint on it. You can make a game without quest markers and make it work, they just have to be very smart about giving the player proper hints on what to do. I can see his point when he says that it's not just lazy for gamers but it's lazy for developers too.

Just adding a built in GPS cheapens the game but some games do benefit from it. Grand Theft Auto for example, playing Grand Theft Auto games without a map or mission markers sucks. GTA 3 is a good example, it's a great game but it doesn't hold up as well as San Andreas and even Vice City. On the other hand, imagine a Zelda game with quest markers, it would be horrible. I think RPGs are a gray point, there is a lot to keep track of in an RPG. Like if you're journal is loaded with quests and it's a big open world, it's a bit much if I don't have at least a marking on my map.

I don't personally mind them either way, I'll play Morrowind one day without markers and I'll do fine and I'll play Fallout: New Vegas one day with the markers and it's fine. I think a great example of an RPG doing it's job at directing you without markers is KOTOR 1 and 2, not a single quest marker in that game and I don't remember ever getting lost or frustrated. Though, sometimes getting lost and frustrated is part of the fun for people, I understand, it's personal preference. Either way I think more games should support the ability to turn off the markers if they're included.
 
Fallout 1 is superior in this to the other games exactly for the lack of quest markers.

The experience of actually moving out into a giant unknown, inhospitable wasteland on the first play-through has not been replicated sense.
Came out of the Vault, got chased by rats, went the wrong direction and ended up on the coast, loved every minute of it.
 
Came out of the Vault, got chased by rats, went the wrong direction and ended up on the coast, loved every minute of it.
Mine was: Came out of the vault, wasted all my ammo on rats, went straight to vault 15 instead of getting the rope first, started getting my ass kicked by a radscorpion. Was an interesting experience.
 
I actually had a pretty decent first time. I got a good build, killed some rats, saved SS from the scorpions, and was all set for Vault 15...

Then I got three random encounters in a row. My ass was handed to me on a silver platter.
 
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