Morphang wrote: »
In my opinion, quest breadcumbs should be kept to a minimum.
This makes quests not a braindead grind but something that you have to actively work on. It also encourages players to be social and ask nearby players how they figured it out.
A lot of people suggest having an option to toggle, however when it's up to the players to decide, they will always prefer to not handicap themselves so everyone will tend to the easier route.
I think Breath of the Wild did an amazing job as far as world exploration is concerned, as the points of interest themselves grabbed the player's attention while they were exploring the world and not by pointing him directly to them by a quest mark.
Malc wrote: »
I feel like having to read through all of the text to discover things is a little too much personally. A lot of the time you just find yourself YouTubing quests that are a little confusing, it also requires the writing team to be extremely on point with what they write.
Quest markers above NPC's heads is just generally good quality of life, allowing for you to understand who's offering you quests. I especially like the way it's done in Warcraft where the marker is a bright colour if a quest that may be useful to you, and dulled if it probably isn't useful.
Steven has several times noted that he is looking to introduce a new audience of players into the MMO genre, i.e younger players who have not yet had a good MMO experience and making it too complicated will certainly draw away certain crowds. It won't necessarily be an issue for long term MMO players like myself.
I quite like the suggestion made by @Brian Schemerhorn where he mentions there could be a range. Certain quests could be made harder by them being staged with the need to read, but ultimately offering a higher reward for doing them, making players actually want to complete those types of content and being rewarded for doing so as opposed to consistently being forced to do so.