Quest markers are killing the joy of basic exploring.
The ones that mark the quest givers first and foremost.
Something bad happened with open world in RPGs. Why am I (and 99% of player base, be honest) once entering the new location metodically "grind" NPCs, exhaust every single dialogue in search for quest entry to collect and peek in every corner? Why did exploration become a chore and once all quests are done the game is pretty much over?
It's those yellow quest npc markers from MMORPGs, which traveled to The Witcher 3 among others. The main purpose of MMORPGs, which are only formally RPGs, is grind and social interactions, no exploring. Quest markers are checkpoints between endless random generated quests of killing monsters and FedEx services. Enabling them in single player RPGs leads to plethora of problems, the vast nothingness between quests, breaking the immersion, damaging writing quality as there's no strict need in clear enough directions coming from NPCs' mouths and so on.
Opening the map full of glowing quest giving markers makes the gameplay even in the best written RPG ever akin to eating a vegan cat food (seriously Canada, WTF, the cats aren't humans, leave them alone and keep away from vegan religion), leaving the basic quest structure of go to one npc, talk, go to other end of the map, do something, return dangerously exposed as you know you have to do similar thing another 999 times over and over again, killing all the fun of simply being in the game's world.
Why is this in CP2077 forum? Because it's relevant to any kind of open world game.
The ones that mark the quest givers first and foremost.
Something bad happened with open world in RPGs. Why am I (and 99% of player base, be honest) once entering the new location metodically "grind" NPCs, exhaust every single dialogue in search for quest entry to collect and peek in every corner? Why did exploration become a chore and once all quests are done the game is pretty much over?
It's those yellow quest npc markers from MMORPGs, which traveled to The Witcher 3 among others. The main purpose of MMORPGs, which are only formally RPGs, is grind and social interactions, no exploring. Quest markers are checkpoints between endless random generated quests of killing monsters and FedEx services. Enabling them in single player RPGs leads to plethora of problems, the vast nothingness between quests, breaking the immersion, damaging writing quality as there's no strict need in clear enough directions coming from NPCs' mouths and so on.
Opening the map full of glowing quest giving markers makes the gameplay even in the best written RPG ever akin to eating a vegan cat food (seriously Canada, WTF, the cats aren't humans, leave them alone and keep away from vegan religion), leaving the basic quest structure of go to one npc, talk, go to other end of the map, do something, return dangerously exposed as you know you have to do similar thing another 999 times over and over again, killing all the fun of simply being in the game's world.
Why is this in CP2077 forum? Because it's relevant to any kind of open world game.
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