This kills the open world RPG

This kills the open world RPG

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how, because keep in mind you don't HAVE to follow it at all.

Turn off HUD
Use clairvoyance

There, immersion is saved

How did we go from this

Thank you

Not really, do you really want to spend most of your time figuring out where to go? Jesus Christ it's a video game. If it's open world like that I would rather have markers, if I want to explore then I'll explore.

But why does this shit exist in the first place if clairvoyance is a thing?

Most people arent autistic and realize its a good feature

>having options is a bad thing

>npc gives you quest located on the other side of the map
>doesn't give a general direction, a hint of the general area, or any landmarks to follow, just the name of the cave or ruin
>have to turn on waypoint markers just to know where you're supposed to go
Some of us like to be engaged/immersed when playing rpgs, constantly playing "let's mindlessly follow the arrow" takes a lot out of that.

I don't have time to wander aimlessly for hours. In game markers are more convenient that having to look through a strategy guide. Just turn the HUD off if it makes you so anally flustered.

>muh IMMERSUON

Get a gf, jesus christ

To this?

I'd say instant fast travel is worse. Most of the time its an actual detriment to the design of the world.

>do you really want to spend most of your time figuring out where to go?
>he doesn't realize "figuring out where to go" is supposed to be a part of the quest, not just blindly killing things in a cave
It's about the journey, not the destination, etc.

Actually fast travel is worse. You're just warping from point A to point B or close to it and missing anything between.

Surprinsgly enough, my fondest memories of this game I’ve spent 5 months straight months of my life away on were the adventures of rather misadventures I’d have from point a to b.

Legit, because I was trying to follow the market from the first town you’re in when you escape from execution to white run? I ended up falling off a cliff and found a cave with a necromancer baddy and some guy who needed help because of said necromanxer messing with his aunt or something.

Good times. Good times.

if I had a dollar every time I was wondering around where something was supposed to be and found out I was 5 feet off like 16 times but just didn't see it or was in the wrong area altogether because one game devs idea of "north of" or "close to" can vary all over the fucking place I could buy all the Open World games I fucking want. There's literally nothing wrong with markers.

>and missing the nothing in between

ftfy

Agreed, these are anathema to immersion.

>open world collectathon 'RPG'
>can't have multiple quest markers at once
I just like planning efficient routes with multiple stops

It honestly sounds like you're just kind of stupid, or at least have very low observational skills. Sorry, user.

>talk to the merchant
>there's no markers
>you have no idea who to talk to

great gaming moments right there /s

brainlet

>can't have multiple quest markers at once
But you can?

why are you even here?

Oh dear. I'm going to miss long-winded travel with the same scenery every time.

HOW CAN THEY DO THIS?

The worst part about all this is the "just turn it off" arguement, because they games are completely written around it. Take old WoW before it highlighted the map and made stuff sparkle, all the quest logs had directions. Some weren't great, but you could usually figure it out. I went into one of the new expansions and turned off all of the map help, and it gives you absolutely nothing to even point you to it, because they just assume you are using it.

It by itself does not ruin an open world RPG, however it leaves the door open to completely skip making an interesting world

I don't remember a single notable landmark from TW3 or even the basic layout of Novigrad, and I'm currently playing it.
I just follow the white dotted line on the radar, not even looking at the screen.

Quest markers aren't bad as an option (Dead Space had a neat, immersive "waypoint" system), but designing a game around the planned inclusion of quest markers (e.g. Skyrim) is shitty design, and I imagine it's only defended by brain-dead idiots.

Maybe if the quest would actually give a name?

Wasn't talking about Skyrim. Had FFXV in mind, needed CONSTANT map checking. What a slog.

post yfw
>i'll mark it on your map

No because, unlike Morrowind, Skyrim doesn't give you enough info in the world or in journals/NPC dialogue to get around without the markers.

Luckily, there is a mod for that and it's amazing.
nexusmods.com/skyrim/mods/32695/

>>>>>>>>>>>>>>>>playing Skyrim at all

>tfw when I had to mod in a skyrim-like compass system so that I wouldn't be staring at the minimap every other second
I would have preferred to have no compass or map at all, but none of the quests were really designed around that, unfortunately.

Isn't the second image cropped from a cherry-picking image comparing an RPG's "get orc weapon" quest with the second pic?

It is but I wouldn't call it cherry picking. TW3 is heavily reliant on batman senses and markers.

Stop playing shitty RPGs with worlds you don't enjoy traversing.

A game with quest markers doesn't have to give detailed directions, make environments distinct or deploy useful landmarks.
It can just say "Get my shit out of that bandit's chest" and point a quest arrow at the nearest set of bandit tits.

>neo-nu Sup Forums will defend this

>Isn't the second image cropped
Probably, but many of Witcher 3's quests still suffer from constantly wanting to hold your hand and as a result end up being extremely monotonous.

I think a healthy balance to GO HERE KILL THIS casual shit and archaic demonstrations in frustration and confusion would be ideal.

The ideal would be to design the game's world and quests around the lack of a quest marker mechanic, and then include one near the end of development to use as a togglable option for morons who want to run through everything as mindlessly as possible. Best of both worlds.

I don't play as a mage

The only thing that infuriates me is when people complain about linearity, but use fast travel and map markers exclusively

I haven't played Witcher 3 so I can't really argue about this particular thing, unlike a lot of Sup Forums users

Either way, I'll be the centrist fag and say that markers shouldn't be over-done but you shouldn't be dropped completely "naked" in a setting either. Exploration should be encouraged but not obligatory, but the encouragement shouldn't be tedious, such as checking literally every corner in the case there's something secret or the like, not only will it be a completionist's nightmare but it will also be tedious for players interested in exploring the world

Fast-travelling is very nice but it encourages people to be lazy and just jump straight to the objective/quest/whatever as a filler for the rather empty world whose most of the encounters are either dull or non-existent. I'd rather prefer Fallout 1's travelling system, to be honest.

Quest markers and fast travel are admitting you don't know how to do quest design and world design respectively.
If they're a part of the game you even think about including them you done fucked up.

honestly why cant these rpgs at least as a minimum adapt arma/dayz style map following
i loved finding my way around by following the compass and orientating myself with in game town name signs, trees, buildings , seaside areas etc
something not as exactly like that but a bit more nuanced and suited to an old style rpg with npc giving exact location information to then cross reference it against a map whilst you as the player being less of a brainlet and putting a bit of thought into it to figuring it out
it would be much more fun

>ask a passer-by
>"oh the merchant lives in the north-eastern corner of town, with moose horns above the door"

i think fast travelling done right could be ok as a feature
punish people for deciding to use fast travel by encoutering bandits or thieves and getting your shit stolen all done behind the scenes whole you watch the time skip cutscene
i think kingdom come does something like that, i`ve yet to play it

Better than literally everyone carrying a diary like in the witcher 3.

>you shouldn't be dropped completely "naked" in a setting either
Why? If the game is designed well enough then it shouldn't be difficult to find your way around the world.

If needed, add waypoint markers as an option you can turn on, but designing a game around their inclusion just leads to shallow quest and world design, as seen by most modern rpgs.

>play fallout 1
>get to junktown
>get quest from the sherrif to fuck up some rival
>he tells me to "go talk to lars"
Who the fuck is Lars? Is it one of the 20 identical green blobs that stand around the town?

Morrowind had the best fast travel system imo. There were only so many points on the map where you could use them and you had a pay a toll. Or become a mage.

>Why? If the game is designed well enough then it shouldn't be difficult to find your way around the world.
This is harder to do than you think or maybe give developers credit for. Skyrim's opening pushes you toward Whiterun which is in the center of Skyrim. You can go anywhere from there. Fallout 3 starts the same way. Everywhere you go in these two games is designed for you. You can overcome anything the game will throw at you at level 1.
New Vegas starts you off in between mountains with obstacles in every direction. It gently blocks you from Path A & B so you go to option C and you pretty much run into shit until you hit Vegas. Everyone tried to go immediately north and book it for Vegas only to run into an encampment of Deathclaw.

I vastly prefer fast-travelling systems like Morrowind striders or Skyrims cart rides.

Why do you use it if it triggers your autism so hard? you love bitching this much?

It's not really true that everything in bethesda games is designed for level 1 characters to overcome. If you go to solstheim in skyrim at level 1 it's hard to kill a single ash spawn.

You see I think this is a reasonable thing to do. If I was an adventurer I'd take out my map and say "Okay point where it is." What I don't like is the Skyrim way-point system where you're tasked with looking for something and you already know exactly where it is.

As a Bookfag that loved W3 I still have some complaints about the UI, like showing me the fucking controls when I'm 200h in. But Geralt actually has the OP "Batman Detective Thing", in the books he hears horses heading their direction through the mist and he is able to detect that 3 of the horses have no riders just by the sound they make. I do concede maybe the implementation into the game was not the best, and the follow the "scent" mechanic can get boring

a lot of the UI is customisable. You can turn off the quest markers and controls and shit.

People who make the
>you can just ignore it!
argument don't understand games on a fundamental level.