Belmonte
Member
I don't think that is a justification.
Quests can be designed very well for a game without a quest compass.
Take Morrowind, for example. Quest givers usually describe where you can find someone/something good enough for anyone capable of reading to find them. Of course, there are some (famous ) exceptions, but many games did that and it works best if your dialogues with NPCs are saved somewhere (which is the case for Morrowind IIRC).
Taking routines into account would merely be a matter of adding those to a description if relevant. It's not like the routines of important NPCs are random, either. They'll do stuff that makes sense for them.
While quests designed for a game with a quest compass will often forego any interesting/immersive descriptions entirely, because you'll just be staring at the compass like a mobile phone zombie anyway.
That's also why most mods that remove the quest compass (and sometimes there's an option in the game itself to remove it) simply don't work: You end up with no good clue at all where to find something.
So then you'll truly run around aimlessly, thinking "man, games without a quest compass suck" - while the true reason is you are playing a quest compass game without a quest compass.
Yeah, agreed. I think your solution is superior to the compass. If they did well, it would add a lot of immersion.
It would increase dev time but it would be cool if the player could ask appropriate NPCs about the quest givers. For example, you need to talk to an NPC for a quest and he is not at home, but his wife is and when talking to her doing this quest, there is an option to ask where he is. "Oh, he has gone to the tavern".
It is a pity how many players are used to quest compass.