The bottom line
Open-world games feel richer when players find their way by observing and investigating, not by following waypoints and quest markers. Modern games can get this back with optional quests that give clues instead of markers.
Key takeaways
- Waypoints and mini-map trails pull players out of the world. 0:35
- In The Witcher 3, a character gives landmark directions (pond, boulder, cart), but a dotted line appears on the map as soon as the talk ends.
- Players end up stumbling from waypoint to waypoint on an artificial game layer that sits on top of the world.
- Older games made players read the world to get around. 1:52
- Deus Ex gives only an aerial photo, and Thief gives incomplete sketched maps.
- Morrowind maps show only places already visited, so players ask for directions, check the journal or read signposts.
- Some indie games still make navigation a skill. 2:48
- Miasmata hides the player's position until they climb to a vantage point and triangulate from two known structures.
- Big modern games can add optional quests that give clues instead of markers. 3:41
- Treasure maps in Red Dead Redemption, Skyrim and Black Flag show only a crude drawing of a landmark, so players must match it to the real landscape.
- In Fallout 3, a hidden scavenger hunt in the Anchorage memorial museum is solved by reading rooms, such as spotting the clinic from its operating table and x-rays.
- Playing without markers is more fun but rarely supported by the game's design. 6:30
- After about 10 hours of Fallout 4 without markers, only two quests were finished.
- In The Witcher 3, turning the helpers off leaves no place names or signposts, so a quest can end in a bandit camp.
The real reward was the chance to engage my brain, to study the surroundings, and to follow clues instead of bread crumbs.
Mark Brown
Chapter summaries
0:00 The Problem with Waypoints
Quest helpers turn a rich world into a thin game layer that players follow without looking.
- Switching off quest markers is a way to take in the world again. 0:14
- In Fallout 4, Mark Brown deactivates the main quest and every mission handed to him, even a plea to recover a dead woman's locket.
- The urge came from playing The Witcher 3, where side-screen commands, a mini-map marker and a GPS trail felt like they were spoiling the experience.
- The Witcher 3's quests are described as exciting, funny and thoughtful. The complaint is about getting to them.
- Geralt even says the answer aloud (a large stone near the pond) just as the player was about to work it out.
- Good spoken directions are wasted when a dotted line follows them. 0:53
- A man gives a route: the pond, a path, a lone rock, the woods, an old cart.
- The conversation ends and a dotted line appears on the mini-map, so the player follows it and ignores the directions.
- The result is blind stumbling from waypoint to waypoint, so players never fully take in the world CD Projekt Red built.
1:52 Exploration in Older Games
Before arrows and mini-maps, games gave partial information and made players work out the rest.
- Old maps were clues to interpret, not routes to follow. 1:59
- In Deus Ex, a map is only an aerial photo added to the notes, so the player works out where they are and where to go.
- Thief's original maps were incomplete sketches covered in doodles and notes.
- The Deus Ex character Paul Denton says he has a map for you, and the photo is all you get.
- Morrowind makes the player part of the landscape. 2:23
- The map shows only places already visited, so new destinations mean asking for directions, checking the journal or reading a signpost.
- Players make their own way through Vvardenfell instead of following breadcrumbs.
- That path often leads to secrets and surprises along the way.
2:48 Exploration in Indie Games
A few indie games still make finding your way a skill that earns a reward.
- Miasmata withholds the player's position until they earn it. 2:55
- The map is pieced together from visited places and found scraps of paper.
- Your location appears only after you reach a vantage point and point at two known structures to triangulate.
- Moving through the world takes skill and determination, which makes reaching a destination feel hugely rewarding.
3:21 Optional Quests
Big modern games can keep their navigation aids and still offer optional quests that reward careful looking.
- Treasure maps make players match a drawing to the real landscape. 3:42
- The scrap of paper has only a crude drawing of a landmass, rock or tree, with no hints and no markers.
- They push players to study the world and delay the reward.
- Yakuza's locker keys and Skyward Sword's goddess stones and chests work the same way, since an extra step makes the reward sweeter.
- The idea is aimed at modern triple-A open worlds that offer dynamic maps and hints in the name of accessibility.
- Unlisted scavenger hunts teach players to read a place. 4:42
- Fans call these hidden or unlisted quests, and they don't count as quests in the game.
- In Fallout 3's Anchorage memorial museum, a computer note points to a floor safe in the clinic. A safe component opens a hidden door, then a key and note lead to a refrigerator.
- The prize is a load of bottle caps and a mirelurk cake recipe, which is only an inside joke at Bethesda.
- He didn't mind, since the real reward was using his brain and following clues instead of breadcrumbs.
5:54 Turning Off Quest Markers
Playing without markers lets curiosity lead, but most games aren't built for it, so they should make markers optional.
- Without markers, curiosity decides where the player goes. 5:54
- A building on the horizon becomes a reason to go and see what treasures or stories are inside.
- Notes and scavenger hunts are solved by the player's own investigation.
- One note says a guard found the mayor in the tub and locked the door. The player finds the right room by spotting a sign, not by following a waypoint.
- The aim is to be led by my own curiosity, and not by a compass.
- Games should let players choose markers, and hide a few quests from the map. 7:03
- Markers would be optional, for when the player is lost or wants fast progress.
- A few missions would stay off the map and quest log.
- The Witcher 3 quest to find a lost patrol says only somewhere along the south shore of Lake Wyndemere.
- With the helpers off, the map has no place names and nobody can be asked for directions.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Quest markers and mini-map trails can turn an open world into a layer of waypoint-chasing that keeps players from actually looking at the world. Mark Brown shows older and newer games that make navigation an act of observation, and the Fallout 3 museum scavenger hunt that rewards reading the environment.
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