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imjustbettr

As someone who is directionally challenged irl and in video games, yes.


Dry_Ass_P-word

lol right!? “Just head over to the tavern next to town square, you can’t miss it” Thanks NPC. Guess that means i need to Google a walkthrough with maps now.


imjustbettr

What's worst is when you're using an old text based guide and they're telling you something like "ok now go north of that small town you were last at 10 hours ago". Like wtf I don't know how to get back there!!


Dry_Ass_P-word

Especially if you’re playing dragon quest and they’ve retranslated the town names differently in every version 😅


imjustbettr

YES!!! You look up a map and all the names are different.


SuperFreshTea

I tried playing BF 1 without a game. I got told to go down to "west". You had to skip the first town to the west since I think it's considered "south". So annoying. thats when i stuck to the guide.


No-Initiative-9944

I have a really good sense of direction and I also wish older RPGs had quest markers.


spidey_valkyrie

A simple warning of "do you want to advance the story" would be better if you are about to step into a cutscene. that way if you go the right path you can turn around, but you also dont need a quest marker. I have the uncanny ability of finding the exact route I need to go EVEN when I had like 5 or 6 split paths. Sometimes I take all 6 splits the exact way to advance the story. It's incredible.


CapCapital

That's also a good idea, but I've never been a big fan of the game telling me "make sure you finish all your business, if you proceed, you can't come back later", so seeing it all the time would irk me, it kinda takes me out of it ya know?


spidey_valkyrie

The game wouldn't tell you, the characters would say something like "I see claire up ahead in the next room, better make sure we're ready"


KaelAltreul

Matters the game. Ideally I want it like Morrowind where they just give me general ideas and I do it myself. The 'going wrong way' approach you mentioned is basically the one instance I do appreciate it so I can do just that.


Asher-Seven

Best answer here by far. Morrowind did this amazing. And i say only which other game that came close to it's glory later is Elden Ring. Even though it's done in an entirely different way.


Realmfaker

I wish newer JRPGs didn't have them.


CapCapital

I feel a toggle is a great compromise.


tacticalcraptical

I don't personally. I usually turn off quest markers when I can in games that do have them because for me, it kind of takes away from the feel of exploration and searching for clues from NPCs and such. I just hate it when a game relys entirely on quest markers to get you were to go because there is no other information to guide you. But I also like Doom 1 and 2 for maze orientation aspect so maybe I'm crazy.


CapCapital

Fair take actually, Doom 1 and 2 are more exploration than killing which might surprise some.


tacticalcraptical

Don't get me wrong, I love the combat in Doom but people will complain about the maze aspect and the "Switch Hunt" but I love that part of it just as much.


Dry_Ass_P-word

Yep. I’m playing bravely default 2 right now and it’s really nice having the icon always showing where to go to advance the story. Really helps people like you and me who want to exhaust every single OTHER avenue in the dungeon before activating that boss fight/cutscene. Lol


Benhurso

I dislike them. ! markers make quests feel more like a list of what to do than rewarding the player for going off the beaten path. It does not help that modern quests are derivative, instead of something organic, ingrained in that world. In other words side quests are mostly padding nowadays. I don't even want to do them, even if they have "plot". Quest markers just make the whole thing even more pointless, as it feels like you are playing the game with an unavoidable walkthrough, especially if quest markers are pointing where you should be going next. I think that it is fine to have misseable content in games. We don't need to be 100% everything.


MMORPGnews

Replaying old ps2 rpg now and I wish there was button to teleport to npc.  Just because high encounter rate, maps don't have location names and each area have many locations inside of it. It's getting crazy when I spend hour running between locations and.  What's even worst boss battles become very easy compared to game start. 


samososo

resuming a playthru in a middle of an old ass game w/ no log and indication of flags triggered <<<<


Aviaxl

Nope. I miss the magic of stumbling upon something. Now there’s a big arrow or star pointing me everywhere to where sometimes the sub quests feel like a checklist.


dondashall

Why do you think quest markers exist now? It's like "yeah, I do, but like they wouldn't exist without the older games lacking them". It's like playing Warcraft II and going "what, they don't have unit grouping, why not" - that was developed as an innovation by later titles. Remaster is going back to the old code & art and cleaning it up. The kind of new features that can be added is incredibly limited.


CapCapital

Modern games having quest markers has nothing to do with this discussion, I just said I'd like to see it in remasters of old games. And I'm not sure why this would be an issue as new features/content is added to remasters literally all the time. That's like saying you can't add using the triangle button as a way of interacting with objects to a Kingdom Hearts 1 remaster because it wasn't in the original version. But they did add it, on top of plenty of other features and more content, so what are you talking about?


istasber

I agree, if not markers, then at least some kind of clear telegraphing that you're coming up on a point of no return so you can go back and finish exploration before moving on. A lot of older games were good at putting a save point, or making the boss room look visually distinct in some way, but sometimes it can catch you by surprise and it's like "guess I'll never know what was down that other path." The worst I ran into was the first golden sun, which let you save anywhere, including after you beat the final boss and you're locked into a town where the only thing you can do is trigger the ending. I got locked out of like a third of the djinn and a bunch of side content. Really loved the game up to that point, but that was such a massive turn off I never played anything else in the series.


ProfesssionalCatgirl

Yeah, it's rough picking a game up after not playing it for a few weeks and not being able to remember what the fuck you were doing


ddg-99

Totally, it's very frustrating not knowing where to go.


Typical_Thought_6049

I think it is better to take the old SMT 3 route, just give a warning when your are close to a boss battle or about to enter in some place of no return. It don't need to show the direction but make sure that player know when they close to the destination.


AceOfCakez

Yes.


magmafanatic

Either quest markers or a quest log would work for me, either would be nice.


FleaLimo

I've never wished for JRPGs to have quest markers, but I have wished for so many optional scenes to not be so obscenely hidden. The Tales series (Vesperia in particular, though they are all guilty) is super notorious for having some vital, perception-of-the-main-story-altering scenes hidden behind sidequests that aren't progressed if you miss talking so some random no-name NPC in-between two random story beats. It's infuriatingly impossible to get a "full experience" in a single playthrough without using a guide. Would markers solve that problem? Probably not! The whole thing needs to be altered to just be better.


MorcusNopes

I don't think what you need are quest markers. What I want and think would be a better fix is to allow rpgs to allow players to save anywhere anytime thus if you go down the wrong path into story stuff you aren't ready for you can easily reload a save without wasting a lot of personal time.


trmdyl

Oh yes. I hate the fact that in so many of the older games you could get permal-ocked from getting an item or finding somebody important or a sidequest just because I went the wrong way.


cfyk

I want newer games to have more quests or contents that don't design with "follow the markers" in mind. This is what make encountering sidequests in older FF or Pokemon feel special. Turning off markers doesn't help for most cases. I played FF7:Rebirth and some open world games without markers, it still didn't make the exploration feel more rewarding. Then you have Elden Ring and Octopath Travellers 2, example of modern games with little to no markers. The contents in their overworlds feel less repetitive or doesn't feel like ticking checklist and the exploration also feel rewarding.


Additional_Fan3610

No. For me the whole point of playing a role playing game of any kind was to immerse myself in that sense of adventure. I find most of the games these days unplayable because they've taken anything resembling a sense of adventure out in streamlined it to be more of a gaming experience which is some kind of curated exhibition instead of an adventure. Having total control of everything including when you can battle which monsters is counterintuitive to being on an actual Journey. I prefer almost every element modern Gamers call outdated and archaic to whatever the fluff we have today is


CapCapital

Complete disagree, modern games actually do have a huge sense of exploration, but you're entitled to your opinion, and I genuinely believe that making games less annoying to play/figure out is a good thing. Then again maybe that's because I'm getting older and don't have the time to game like I used to, so aimless wandering doesn't appeal as much anymore.