Quest Markers and the Experience of Exploration
MechanicsComments
We had this same debate during the early 2000s transition from 2D maps to 3D waypoints. The result was just the 'Ubisoft tower' formula where you unlock a map view to see icons instead of actually looking at the horizon.
If the tower method is just a different version of the same problem, does it actually matter if the marker is on the HUD or just a dot on a map? Does a map screen still stop you from looking at the actual environment while you're walking?
it's the same reason people can't navigate cities without google maps anymore.
I wonder if we've truly lost that instinct, or if we just value our time differently now. I still find a lot of peace in using a physical map in games like Outward where the lack of a marker makes the destination feel earned.
but what about the accessibility toggle... like when games let you turn markers off for a 'hardcore' run... does that change the psychology if you know the marker is just one menu click away... or does the optional nature of it keep the magic alive...
That's a key distinction because it involves cognitive load (the amount of mental effort used in the working memory). When a marker is always present, players shift from active spatial reasoning to passive stimulus response, which effectively atrophies the brain's internal mapping capabilities.