Personal pet peeve of mine.
The thing about quests inherently build around markers isn't merely touching the topic of accessibility. It's also one of interactive storytelling.
With Original Sin, Larian said "No" to markers from the ground up (watch the making of videos and Larian staff going: "Do these games think I'm stupid?"). BG3 tried to struck a balance here, though some of them markers made no sense, like you immediately knowing the location of the dude supposedly lost in the Underdark. However, taken to its typically AAAAA gaming extreme, you aren't even mentally engaging or interacting with the game world and characters anymore. You're sleepwalking from waypoint to waypoint until quest complete. At this point, it doesn't matter how well written a quest is. PLAYING it will always be the same boring routine.
In The Witcher 3 I almost screamed with joy when I was able to actually "solve" a quest on my own. Which wasn't often, as the game isn't designed for that. Like finding the Thief hideout in Novigrad. The intended solution was naturally just following the magic waypoints until Geralt goes "Done it!" However, I managed to find the entrance to the hideout by simply listening to dialogue and rumors on the streets...
Not only does that feel more engaging -- you are actually tasked to pay some attention and interact with the fiction. Which is a rule of storytelling also in non-interactive media: Having the audience connecting the dots for themselves rather than spelling it all out like in a children's book makes for a more engaging experience. It doesn't need to be super complicated dots to connect. Just.. anything that makes one engage at all.
Last edited by Sven_; Yesterday at 08:08 PM.