cmdrsilverbolt said:
Lol, you guys are neglecting that this game is 35x the size of TW2. Simply put: it goin' be huuuuge.
I think there need to be dynamic quest markers, i.e. quest markers which are available to the player as their understanding of a situation changes or improves. And of course you should be able to turn them off if you want to travel blindly.
Let's also not forget that not everyone is going to have the kind of time needed to play the game by wandering around blindly.
If you're aware of how to get to someplace or someone, through clues, dialogue, whatever, then there's no reason for why you shouldn't get quest markers, i.e. a gamey representation of your character's understanding of where to go.
So yeah, definitely dynamic quest markers which can be toggled.
There are reasons: Immersion and that sense of exploration and figuring it out on your own. If it gets marked for you as soon as you learn about it, you don't have to focus on the information you get and put tidbits of it together to know where to go. You don't have to explore some small areas either.
Example given: You're supposed to clear out a mine, a NPC tells you that the mine is some way downriver. Now either you get a marker and know exactly where the mine is and just wander toward an arrow on your map. Or you don't get a marker and go to the river to follow it, while keeping an eye out on your surroundings for the mine. Not only will it feel like a small achievement to actually find the mine, you'll also get a much more intense experience out of the landscape because you actually focus on looking at it and studying it, instead of just trudging through it toward your next marker.
That system can be expanded: You're in town A and supposed to do something in a forest near town B. Questgiver in A doesn't know exactly where it is, so he advices you to go to B and ask a local. Local in B then might tell you that he's heard of it and it's somewhere in the northeasterly part of the forest, but can't really tell you where, but there's a forester living right on the edge of the forest outside of town who might. You can either go to the northeasterly part of the forest and look for your target. Or you go to the forester who in turn could tell you that there's a hill in the forest with an old oak on it, which you can see from afar, and that what you're looking for is right next to it. You then go on to explore the forest with an eye out for that oak and try to make your way toward it. Much more satisfying than simply walking toward golden sparkle thingies A, B and C after talking to these persons.
Just like a limitation to Fast Travel (or neglecting it in the design process and adding it afterwards), it ensures that quest design isn't unreasonable and unbelievable, due to gameplay mechanics that make travelling to very specific and/or faraway locations easy. It just adds so much consistency to the world, improves immersion and adds another layer of gameplay fun.
Of course, this has to be done properly, so that you DON'T wander around blindly, but know where to go from the information given to you (which has to be stored in a journal or something, for players that can't play regularly or have to take a prolonged break from playing, to look things up). An example for the difference in the design process: Morrowind does not have quest markers and it's absolutely fantastic (except for the few instances when the descriptions are irreliable), Skyrim on the other hand is designed with quest markers in mind and allows to turn them off - which is useless because you don't get the required information from the game to actually find what you're looking for.