FFXI had the single worst quest system I have ever seen in any RPG, online or off, bar none. It was so bad that you practically had to read a guide just to know where to go or what to do. That is not the sort of thing we want to imitate. A well designed game should make guides and walkthroughs redundant and unnecessary.
Exploration is one thing. Being completely lost and not having a clue where the hell you're supposed to go is something else entirely. A good quest system should show you exactly where you're supposed to go next, but give you the freedom to explore other places if you so choose.
Look at the Elder Scrolls games, for example. Back in Morrowind, it was a huge pain in the ass just trying to find a quest or progressing to the next step in your current quest chain. But this problem was fixed in Oblivion and Skyrim by implementing little pointers on your map so you didn't have to waste inordinate amounts of time wandering around, and you still had the freedom to explore the entire world at your own leisure. This is how an RPG should be.
So yes, I'm all in favor of improving the current Quest Marker system. What we have right now is decent, but it has an enormous amount of room for improvement.
Invalid argument. There is absolutely nothing stopping you from taking part in WoW's story if that's what you want to do. The fact that there are quest markers on the map doesn't stop you from reading the entire quest text if that's what you prefer.
Plus, let's not forget that the people who skipped over the story-text in WoW did so precisely because they didn't care about the story. With that in mind, forcing people to take part in something they may not care about isn't a good idea. Cut-scenes and story dialogue in games should always be skippable.
Honestly, it seems to me like the people who dislike quest markers hold that opinion only because there are quest markers in WoW, and anything WoW does is automatically bad. -_-


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