this post was submitted on 21 Nov 2024
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Fun fact, that's why the immersion-breaking magic compass thing exists in Oblivion (and most open worlds since). Bethsoft devs explained it once.
Stuff is relocated a lot in development, and this means having to rework all dialogues refering to directions, occasionally missing some. It was even more unfeasible for Oblivion in which all dialogue is voiced and would have to be re-recorded.
So they just removed all directions from the dialogue and now you've got 100% accurate floating tags telling you exactly where to go, even when you are not yet sure what you're looking for.
It's not impossible to counter this while still having text be correct if you use a dialogue model that takes parameters to ue in calculation of the output dialogue.
"Dialogue here should lead you to the {direction}."
NPC cords, quest objective cords = calculate relative position, insert in dialogue.
The game knows after you take the quest. So it can also know at the moment.
You know, since we're on the subject of Elder Scrolls, Daggerfall actually had something like that.
You could ask anyone for where to find some random place, and the NPC would tell you roughly in which direction you should go, if they "knew" the place. Or sometimes they'd just write it directly on your map.
Still hard to do with voiced dialogue if you don't want your NPCs to sound like robots. Then again, Oblivion didn't need that to make its NPCs weird and robotic, with its 4 voice actors and huge amount of shared lines between everyone.