PossibleCabbage
Vault 22 Survivor
well a no-marker option would actually require good and well written quest design, so yeah, there is zero chance to see that as official option and mods (most probably) can't change the writting and story. So there is no real way to play the game without quest markers - again. But hey! Kidz love playing their RPGs on rails these days.
Seriously, quest markers are killing the RPG star.
I'm hoping that Bioware of all people is able to roll back the quest marker thing in the modern AAA RPG, since the last Dragon Age game had the implementation of the idea that seemed the most true to life. To wit, you have a map that has landmarks and the like on it, and the person who tells you to go on the quest can point you in approximately the right direction, and that's where the marker points to. But once you get close to it, the marker disappears because while you can be told approximately where to go, neither you nor the quest giver has any sort of clairvoyance that shows precisely where your objective lies.
It's not inconceivable that Fallout 4 will work like that too. The problem is that Bethesda seems to love having 10 lootable containers per square foot in this game, so you'd have a problem with quests boiling down to "look in every box" but you could always not do that.