Cp actually has a number of quests that are based on finding them, talking to npcs, or have prerequisites.
but people miss a decent amount of these quests.
Out of curiosity, do you know how many of these encounters (for lack of a better term) there is?
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I think the quest marker is closely related to game length at the end. The people who pay development costs of AAA games is not those who want 100 of hours of story I fear, it used to be enough in RPGs to give a journal entry for a quest with some location,name of npc (if any) and quest description...but people was complaining it was frustating....so developers give up journal entries and just use quest markers (in big urban environment you need good street naming and numbering,in rural setting you will need good landmarks), its the "pop culture" that @Ayinde_Palmer is referring.
My issues isn't with quest markers, there fine and all, but its the movement between them that counts. If a player fast travels, or takes some form of transport that negates large parts of a map, they are bound to miss out on what is actually on the map in-between quest markers.
Personally I think Oblivion, Skyrim, FO3, FO3NV, and FO4 all do a pretty good job by placing the next main quest makers some distance form one another, thus making the player have to navigate the map and find random encounters, side quest, dungeons/calves ect ect.


