I just came across another article by Felipe Pepe, who has written several fantastic articles including those on RPG history, the preservation of gaming history, and classifying the RPG. He's also the one working on the CRPG book project.
This recent article is on a subject I'm deeply invested in, and I've written several lengthy posts on the matter here on GAF: The quest compass, or sometimes referred to as the quest marker. Without writing another article of my own, I'll just state that I believe it to be a plague on game design. It has such a detrimental effect to quest design, and for open-world games in particular, the effects are even greater. The irony of modern open-world game design is that they're just as linear in quest structure than the linear games they were trying to move away from.
I have to applaud Felipe for the second part of his article title: "& its dreadful convenience". How did game critics respond when The Elder Scrolls IV: Oblivion sacrificed the freedom in quest design of Morrowind for following quest markers around? They rejoiced that these once archaic games were finally playable, it was finally convenient for them to play. What a sad truth, and one that unfortunately continues to this day.
The history of the Quest Compass & its dreadful convenience
Continue reading the article for yourself to discover the SHOCKING truth of where the hell is Caius Cosades?!!
This recent article is on a subject I'm deeply invested in, and I've written several lengthy posts on the matter here on GAF: The quest compass, or sometimes referred to as the quest marker. Without writing another article of my own, I'll just state that I believe it to be a plague on game design. It has such a detrimental effect to quest design, and for open-world games in particular, the effects are even greater. The irony of modern open-world game design is that they're just as linear in quest structure than the linear games they were trying to move away from.
I have to applaud Felipe for the second part of his article title: "& its dreadful convenience". How did game critics respond when The Elder Scrolls IV: Oblivion sacrificed the freedom in quest design of Morrowind for following quest markers around? They rejoiced that these once archaic games were finally playable, it was finally convenient for them to play. What a sad truth, and one that unfortunately continues to this day.
The history of the Quest Compass & its dreadful convenience
Today, let's talk about the Quest Compass.
First, I'm an RPG fan, so this analysis will be mostly RPG-oriented.
Second, when I say "Quest Compass" I'm referring to a very specific UI item:
Its defining trait is that while the first three merely orient you or display your surroundings, the Quest Compass points you towards something. It directs you, tells you where to go.
It's omniscient, guiding you to places, object and people no one knows about. It replaces exploration.
But I'm getting ahead of myself...
Continue reading the article for yourself to discover the SHOCKING truth of where the hell is Caius Cosades?!!