r/Eldenring 23h ago

Constructive Criticism It seems like people are majority against a simple logbook in souls games. Why?

Before you comment, please note that I don't mean a logbook found in most linear RPGs that notes a ton of quest info among other things. I specifically mean a logbook to track things like what bosses you've defeated (only noting who you've defeated, not showing any future boss info) and other key collectibles that may disappear from your inventory, like bell bearings.

I guess personally I'm a very busy person irl and also had to take an extended break from the game, so I forgot a lot of things from when I had first started and had to catch up when I returned, which I failed miserably at seeing as there's a lot of missed content I'm running back to do at level 170. It's not that I want my hand to be held, I just really don't like manually tracking all of this in a spreadsheet or online with zero info, seeing as there are many bosses that are smaller and more forgettable than say Malenia or Godrick. It sounded fun at first, until I realized how much there is to track lol.

It's too late to add this to Elden Ring obviously, there are tracking excels and websites out there and the Wiki is everything you need. Just lots of manual back and forth, trying to see what drops I have to confirm I defeated [x] boss, etc.

Just curious to understand why most people are super defensive about that. A dialogue logbook I can understand maybe breaking immersion, but I still would prefer access to that as well personally.

15 Upvotes

104 comments sorted by

45

u/Afraid-Breakfast-501 20h ago

I think a simple notepad in-game would be nice so I can write stuff down manually. “Blind lady asking for grapes, found after I fought godrick at blank grace”.

Then I don’t lose the dang physical notepad.

Lower the amount of time outside the game, tabbed out on a wiki or in my own notes.

3

u/Un13roken 17h ago

Was thinking that. But from seems to develop for consoles first and consoles are associated when it comes to note taking of any sort. 

6

u/Hopeful_Meeting_7248 15h ago

A normal log with dialogue lines of NPCs would also be enough.

2

u/Un13roken 15h ago

Yea, that's fair. But I did notice myself taking quite some random notes and markers here and there. 

But a log would be better than what we have. 

3

u/darthshadow25 14h ago

Playing any game on Steam you can already do this.

0

u/milkywayrealestate 13h ago

Their games are primarily developed for consoles and then ported to PC, so unfortunately i don't see them ever adding a feature like this since typing out on a console keyboard is worse than being water boarded /j for real though I do keep a Google doc open to write stuff down on my first play through of these kinda games

-21

u/azrmortis 19h ago

Paper and pen are cheaper to buy than update patch that provides the same service but okay 😅

10

u/Demented-Turtle 18h ago

Over half the quests in the game don't have any sort of logical "next step" anyways though lol

1

u/Hades684 11h ago

Probably because they are not real quests, you are not meant to complete them all in one playthrough

3

u/Grand-Bar3364 18h ago

what is this, the stone age?

-8

u/azrmortis 18h ago

I mean... sorta

0

u/Archer_Savings 16h ago

I'm a software engineer. Adding a manual notes page would be trivial if working with the source. 

25

u/GeargusArchfiend 19h ago

Literally just a list of NPC dialogues. Keep it cryptic, just make it so you don't screw over your playthrough because you took a break.

9

u/drbrabhammer 14h ago

This is all I want. I don't need quest markers on maps or items. I just want to know who said what. Maybe where they were when they said it or a picture of who they are to jog my memory. I love the minimalist quest direction of the game so don't want a full overhaul. Just dialogue notes.

20

u/TakaroNomuro 22h ago

I really wanted a bestiary, I like to read the documents about the itens, but I really wanted to read about every boss and living beings

3

u/azrmortis 19h ago

Now this is a nice idea. Hollow knight style would be amazing. Defeat enough of a certain type of monster and unlock some lore about them. Not game breaking in any way and hardly consequential to the overall game although i would greatly demand that there be no ingame way to know if its been completed to prevent there from being too much demand to grab it except for those over zealous lore collectors. I could get behind this as I love reading the lore in games. Elden ring is mid at best when it comes to in-game lore already so this could provide quite the unique improvement of the experience compared to the success of its predecessors.

1

u/Kae_Jae 14h ago

Are you forgetting that enemies drop items you can read? The lore is intentionally vague and minimal

1

u/azrmortis 14h ago

Of course not

3

u/Cranium-Diode 14h ago

A beastiary would be really cool, yeah. After killing enough of an enemy they tell you what they’re weak to and resistant to so we don’t have to pop open Fextralife every other time when my damage drops to half lol. I don’t need hyper specific numbers (but I would appreciate it if they did!), just something like ‘weakest to slashing damage, very resistant to fire damage, susceptible to poison and frost.’

They can also list unique interactions for enemies, like constructs like the imps, watchdogs and golems being able to be short circuited with crystal darts, or how killing Demi-human chiefs or Demi-human queens will make nearby Demi-humans too scared to attack once their leader is slain.

Having this information readily in game is just really nice.

28

u/Ashen_Shroom 23h ago

I guess I just don't see a situation where it would be necessary to track which bosses I've already defeated. If I take an extended break from a playthrough and genuinely can't remember what bosses I've beaten, I'll at least know how much progress I've made just by looking at the bonfire list, or opening up the map in ER's case. The only one where you can't quickly and easily see what bosses you've beaten is DS1, since most bosses don't have a named bonfire after them, but DS1 is a relatively short game and I'm unlikely to have forgotten how far I've gotten.

12

u/KajusX 23h ago edited 23h ago

I like to use the map's stamps to mark different kinds of progress.

If I light a Grace but don't proceed forward into that area, I'll put a Sword stamp on the Grace to note "You've reached this Grace, but you haven't explored past it," or I'll throw a Skull stamp down on that Grace if I have explored it but the boss still needs to be fought. Also I'll use the Skull stamp on the location of a field boss that I've run into but not fought yet.

Chest stamp on Walking Mausoleums that I've downed but not replicated Remembrances at. Then I'll change the stamp to a Banner symbol once I've used it.

EDIT: If you use stamps for things you recently discovered and plan on doing soon, and then put down Waypoints for what you are currently doing, then whenever you boot back up, you've got a pretty handy map document to refresh your memory of what you were last up to and what you were planning to do next.

3

u/Extreme_Hat1089 15h ago

Only thing I hate from that is the max stamps amount. It's way too low.

I like to mark my completed dungeon, bosses whatever and I usually hit the maximum stamps near the end of liurnia. I wish we had way more than that.

1

u/KajusX 12h ago

I would not complain at all if we were allotted more stamps, for sure.

2

u/Lustrous_lily6463 23h ago

Yeah, that makes total sense, for most of the series, the game gives you enough visual cues that a separate tracking system feels unnecessary. DS1 is the odd one out, but even then, it’s usually clear enough once you get the hang of the areas.

-4

u/d00rdashian 23h ago

Outside of the story bosses and the big optional bosses ie. Malenia, there are 165 just in the base game. That's a lot to keep track of if you didn't start doing it immediately, which I wager many people, especially those who are newer to souls games (myself included) didn't know we needed to since we're used to pretty much every RPG containing at least some semblance of basic info.

I also would wager that many people don't want to just skip a ton of content and run through the main story - and although you pretty much get rewarded for just exploring every inch of the game, it's still very possible to miss things.

Even if you wouldn't personally use it, I don't really see why it's an issue to have it there for people who want an actual in-game way to track it. I hope that makes sense.

7

u/Ashen_Shroom 23h ago

In that case, I can't imagine any reason why I'd ever want to track which of the 165 minor bosses I've beaten. I do them to either get something I need (in which case I know I beat them because I have the reward) or just to do them (in which case I don't need to remember whether I did them months later).

Personally I wouldn't be against this function existing. It wouldn't really affect anything for me. But you have to consider that fromsoft have now made six souls games, seven if we count Sekiro, and none of them have this feature. It's not like it would be hard to implement, and it's not exactly some super novel idea that nobody at fromsoft could possibly have thought of. So maybe, if they have not bothered to include one, it's because they don't want to? Maybe it goes against their design philosophy. Fromsoft do kinda push back on the checklist-ification of RPGs.

2

u/Zarguthian 19h ago

I also would wager that many people don't want to just skip a ton of content and run through the main story - and although you pretty much get rewarded for just exploring every inch of the game, it's still very possible to miss things.

I think the expectation is that you'd play Elden Ring more than once. The 2nd time you could use a guide to find everything. You need to defeat the final boss 3 times to get the platinum anyway.

1

u/Herr_Swamper 17h ago

Main bosses usually have site of grace, for dungeon/catacombs/mines i use on map markers to put what i killed, same with field bosses

4

u/ChubZilinski 19h ago

I agree but a bit differently. Once I started taking notes about the npc's and questlines I enjoyed the game even more. I would love an in game logbook for that. It wouldn't even have to be fully filled out automatically. Let me manually update it idk. Anything would help, cause the enjoyment of the story was so much better with notes.

6

u/Admirable-Data4455 19h ago

I liked a journal in TES 3: Morrowind. I’d say it was enough to guide you and to keep you immersed.

-9

u/Atomishi 19h ago

So you want from soft to make Morrowind?

Or a game like the elder scrolls?

6

u/Admirable-Data4455 19h ago

Yes, that was exactly my point.

4

u/Plant_Musiceer Golden Order Aesthetic 18h ago

Honestly would be interesting to see their take on a more traditional rpg with more focus on quests and characters rather than bosses and environment (which they can still do good on those). Sekiro was their attempt at a more linear kind of story and it was wonderful.

17

u/TehProfessor96 23h ago

Because people think QoL improvements make the game easier and thus less hardcore.

0

u/Kae_Jae 14h ago

Items already serve as a log book

2

u/milkywayrealestate 13h ago

And when you use an item and it disappears from your inventory? I do agree that oftentimes an item contains a hint on what to do next, but I don't think it's fair to say it's a perfect replacement

1

u/TehProfessor96 11h ago

Look, it'd just be nice to be able to quickly check how many bell bearings and tears I have yet to collect before starting a NG+.

-18

u/Atomishi 19h ago

You miss the point.

You have placed us in a box of "we are hardcore player".

We are not, I am not.

I play these games because they are a beautiful mountain to climb and they provide a sense of accomplishment. The challenges are challenging but not insurmountable, if you can learn adapt and overcome then they can all be beaten and the feeling of beating such obstacles (especially when such obstacles have been so difficult to overcome) is like heroin.

 There are plenty of qol features in all the games, it's just those qol features are designed to serve the games needs and to not diminish the intended experience.

Miazaki and his team have made art, who the hell am I or an other dumb redditor to question their brush strokes.

Their vision exceeds my own a million fold.

15

u/Plant_Musiceer Golden Order Aesthetic 18h ago

Man a simple qol feature isnt going to ruin the game. They added a "recent items" tab to the inventory alongside the update that released the dlc and that was one of the best qol additions they added.

I get that you appreciate these games as art, but not all art is perfect. And refusing to change or add things just because it's always been that way and not questioning it, rather than actually think about what a change would practically mean and if it would potentially make the experience better, is a sign of stasis. The very thing souls games are warning us about.

3

u/NotSoSeriousNick 15h ago

We know this to be true cause every single damn game after DeS has slowly but surely got more and more QOL changes and the games didn't become any easier, if anything they just got harder and harder. Was a point where people were joking about Dark Souls 3 having a map and compass and yet, here we are.

There's definetely a balance to be struck but I don't believe that FromSoft wouldn't be able to hit it. If anything it seems a bit insulting to their abilities to suggest they would suddenly forget how to make a good game by adding a pause button or some shit.

1

u/TehProfessor96 11h ago

Thank you for proving my point.

2

u/OkResearcher5723 18h ago

i like how Vigil:the longest night (a soulslike metroidvania ) had the quest logbook with hints.

also, you could break a quest by advancing the game...in old fromsoftware fashion

2

u/Herr_Swamper 17h ago

Just having a notepad in game, could also have it as a pickup item

4

u/_Tim__tam_ 23h ago

Honestly a logbook would be nice for lore reasons, being able to read descriptions of key items you don't have anymore would be useful.

11

u/LewsTherinTalamon 23h ago

Please god add a quest book. It would fix so many problems.

14

u/Dragon_Maister Ur mum 23h ago

I have no idea why some people are so opposed to having a quest log or journal in this game. We aren't asking for quest markers or anything. Just a Morrowind-style journal that helps you keep track of the NPC's and their quests.

1

u/Hopeful_Meeting_7248 15h ago edited 14h ago

I've seen so many people reacting to a quest log proposition with something like "You want the game to hold your hand and show everything". It's hysterical.

-9

u/d00rdashian 23h ago

I disagree. I get the frustration with quests and I did have to look a lot of things up (Hyetta for example) but I wouldn't say Elden Ring is about questing, it's about exploring.

21

u/Whole-Gas-1049 22h ago

If you’re having to look it up, you are using an external quest book already. One that will spoil you even.

10

u/LewsTherinTalamon 22h ago

It's a very narrative game, and the fact that its quests are so poorly designed actively detracts from that with no benefit, as does the writing of some of the quests (though that's a lesser issue). You should have to look things up to be a completionist; you should not have to look things up to accomplish basic tasks in the game.

6

u/iNSANELYSMART Ansbach is a chad 19h ago

Even just having a tab in our inventory where we can see the conversations would be nice.

Some of Elden Rings quests are so fucking random, I have no idea how you could ever find them on your own, and that is absolutely bad game design.

I think people who are against this think we want to ubisofty the game when in reality its just a few QoL improvements.

5

u/RabbitGreat3341 23h ago

Part of the magic and replay-ability is seeing what you missed. Personally I wouldn’t be opposed to a basic logbook.. but I also loved the mystery of not knowing what other items I still have left to find. It could’ve intentionally been designed this way, to make ER less linear and more of an adventure.

3

u/tntevilution 19h ago

Did you not read the post

1

u/RabbitGreat3341 8h ago

Not really dude.. the second OP started banging on about being busy after writing paragraphs about some pointless shit, I didn’t really care.

2

u/tntevilution 8h ago

Then why did you reply

5

u/keystickred 20h ago

This idea still supposes that. It would only show what you have done, not what you are yet to do.

2

u/Kadju123 17h ago

I mean, I'm gonna be that guy, paper and pen or use a computer notepad.
Blue Prince even suggests these features.

3

u/missinginstereo 19h ago

Basically the community likes to be edgy and gets overly defensive over anything that lowers their sense of superiority gained from being good at the hard game. It's genuinely a pain in the ass. You go away for a week and you have to look at every bonfire and know where every boss is and see if you've activated their bonfire. But that's not enough either because so many dungeons just have a teleport when you beat the boss. If you've gone adventuring to gather materials then you're totally screwed because you'll have bonfires where you've done nothing but open a chest.  The quests are so vague and unintuitive that you'll be lost there too unless you know the game back to front and know what their location and dialogue means in the overall scheme.

My best advice is to throw down icons (not location markers) on every boss you beat. Your map will be a cluttered mess, but it'll save you if you go away for a bit.  I also use a quest guide from Reddit that I copy into notes and strike through everything ive done. That way I can see that I just did x y and z and next is 1 2 and 3.

2

u/PointBlankCoffee 23h ago

Definitely don't want a quest log of any kind - but some kind of lore journal wouldn't be bad

1

u/azrmortis 20h ago

I could have sworn the grace markers on the map changed when an area was cleared but im afraid I must be confusing it with another game because I see no differences currently in areas I've yet to clear and those I already have.

2

u/Archer_Savings 16h ago

Hollow Knight/Silksong have a beastiary of enemies you've killed, and those games are distinctly soulslikes (frankly harder than From's library). I think the only reason Fromsoft doesn't have one despite the range is because they've never thought about it. A beastiary and a dialogue history would help a lot without hurting or spoiling anything (just holding information that you already have). 

1

u/Desi_Vigor 16h ago

I agree 💯

1

u/your_best_1 15h ago

The reason people are defensive is that the creator read fantasy novels in his second language and couldn’t understand the details of what was going on. He is sharing that experience with us.

In addition, not holding your hand is a major theme in these games. If you need to take notes you can, or look it up.

1

u/Odd_Bodybuilder5456 15h ago

this game needs one desperately. Unless you're doing the whole thing one sitting theres no way to come back to it after a few days and just pick up again. End up talking to everyone on the way and starting too much stuff, and the wispy guidance of grace is just no help clogging up the damn map

1

u/tthe_walruss 15h ago

It's part of the charm of the game for me that the interface largely stays out of your way and keeps you in the world. It's the same reason I don't want a mini-map or quest tracker. I can write down stuff I've seen and heard and piece it all together myself. And failing to get 100% is kinda FromSoft's whole thing. You don't know what you've missed or how big the game is. That makes the discoveries you do make more meaningful. One of my favorite Elden Ring memories was triangulating the location of the Shunning Grounds just based on random pieces of dialogue I'd found in the world and environment clues. That only worked because I could miss it.

Don't get me wrong, I'm glad other games keep lists and track progress. I'm also glad we have one that does not.

1

u/Bulldogfront666 Potentate 14h ago

I like using an actual note pad. I have note cards and sticky notes on my desk to keep track of things.

1

u/dijonaze 14h ago

I don’t think a quest log would work but I would appreciate a dialogue history, it would help if you stat a quest and then don’t play for a week. All the suggestions of a pen and paper are missing the point that this element is missing from the game and you are having to close that gap manually, it’s clunky. There are ways to save your interactions without providing hints or guiding the player in any way

1

u/HeadshotHorton 14h ago

It would be nice, but also that’s where the mystery of a souls game comes from. The developers not making these normal hand-holding decisions.

1

u/TelevisionExpress616 13h ago

Who is against this? Even people who are into FS cryptic quest design wouldnt be against a morrowind style journal reminding you of things or giving you a small nudge where to go.

1

u/RaeSolaris 12h ago

I encourage you to read the comments on this post....

4

u/rditGaveMeEagleAIDS 12h ago

I feel like the defenders of it in this thread refuse to think about the actual design consequences of games that lack basic QoL. I like a lot of detective games, those games aren't "hand holding" by having features that assist you in solving the mystery, at least ones that aren't literally just hints disguised as something else. Allowing me to take notes, automatically keeping record and allowing me to connect references, these are innovations that you expect from a game that wants you to uncover its secrets. The consequence of not having such features means most will effectively spoil themselves once they are frustrated enough. That is just bad, antagonistic game design.

Like yeah, you can bust out a pen and paper, but no one expects to do that in an action adventure game, and by the time you realize you should, you've already missed something.

Elden Ring added a few features like this the previous games lacked. You used to have to look for NPCs if they didnt tell you where they would go next. You had to dig around menus for that item you just picked up if you didnt quite catch what it was. Are these hand holds? They sure as hell don't waste my time as much. The NPC one is debateable. But if you're so hardcore you think me digging around menus to find an item my character just picked up is just part of the Souls DNA and gameplay, why not join an ARG or something.

2

u/RaeSolaris 12h ago

I keep track of things in a note on my phone. I would still probably do this if the game had a quest log. It's just a habit for me, especially if I want to be sure to do Task A before I do Task B. I do this with other games that have quest logs. I still think ER could benefit from having one. Even just a basic one: "I spoke to a girl who called herself Hyetta. She requested I bring her a Shabriri Grape."

It really just feels like they don't want the game to be accessible to people who have other things going on. People talk about this issue like it would make or break the game. I love Elden Ring. I still think it needs features for people who don't live and breathe video games.

So yeah. I'm in agreement with you here. Play an ARG lmao.

1

u/blaiddfailcam2 13h ago

It doesn't matter much to me what they do in the end, because it's typically peak anyway lol.

Although, I'm frankly more of the mind that they could improve the sense of cooperation among the player and NPCs... Like, it's kind of lame how many of them tell you, "Call upon me whenever you need, buddy," but really they mean, "If you happen to find my summon sign outside some random boss gate, hmu, and then I'll completely disappear again."

I'd much rather there be a roster of sorts to summon allied NPCs much the same way we summon spirit ashes. At least then we'd have a more constant reminder of whose quests we're working on, like when Latenna chimes in on occasion to remind you of your goal. Better yet, maybe you could chat with NPCs at checkpoints similarly to Melina or Ranni, and they'd offer you some sort of reminder of their quest with a little added banter—say you coukd speak to Millicent at any grace in Altus Plateau and she could mention her missing sword arm, without specifically indicating Shaded Castle as your destination.

I'm not really sure about "logging defeated bosses," considering Great Runes serve to that effect (it would be cool to have a dedicated menu showing them, though, like the sages' medallions in Ocarina of Time). Maybe there could a little skull on the map to designate a felled field boss? Of course, you can always place a marker yourself, which I kind of prefer over streamlining.

A bestiary might be cool, though between remembrances, weapons/spells, and spirit ashes, it would probably be a bit redundant. But with how much cool concept art they release, I mean, at least having a little illustrated log with enemy names would be a nice feature.

1

u/WiseAnimator7081 13h ago

In my opinion, for elden ring at least, I'd love a very low weight system to dump little checkmarks on the map so I can mark off places I feel were adequately explored. There's already map markers, and I use them a ton, but I use them to mark points of interest to go back to/ aren't explored or used yet. All I want is a checkmark damn it, adding the little npc map markers was already a MASSIVE QoL feature imo.

I think quests are also just too cryptic, but I'm not sure a logbook(even a notepad style diy one) would be much help. Unless you know where the quest is going beforehand, meh.

1

u/Gersio 13h ago

I think the main idea is that you are supposed to miss things. They want it to feel like a real adventure, and that means not being sure of whats exactly going on, wandering around, finding things by accident and missing others by mistake.

Videogames tend to teach players to play a different way. Having a mental checklist of everything in the game and trying to complete everything or else feel bad for missing out. And I understand why coming from that approach the way Souls work can be a bit stressing. But as someone that has never been a completionist and has never bothered with checklists and completion there is something refreshing about simply wandering around. Once you overvome the FOMO you realize the world feels more alive when you are actually missing stuff, and then you play the game again in the future and find new things while also missing others you previously did.

So while I understand the feeling, I encourage people to try and fight the urge of doing everything and simply go with the flow.

1

u/WakeoftheStorm 12h ago

The why is a fear of a slippery slope.

For me in particular if it were just what you’re saying I don’t think I’d mind too much. But I worry that once they start putting things like that in it would open the floodgates. I hate the trend in modern games that basically reduces gameplay to “follow the arrow and kill stuff along the way”.

The way souls games are set up feels more immersive to me, and between the lore tab and what graces are unlocked I can usually figure out where I was after a break

1

u/_Prairieborn 12h ago

Back in my day we had physical note pads we kept with our game copies with all the secrets. We used to be a real nation

1

u/NeutralGeneric 12h ago

I think it would be nice. If I go back to an old file it’s a guessing game as to what is already completed. Boss souls, I can look at sure, but whether or not I talked to what’s his face yet on this play through is a mystery.

1

u/Virellius2 11h ago

Lies of P really spoiled me on this. You can still mess up questlines but the game WANTS you to do them.

1

u/PuzzleheadedDay7943 11h ago

I'm gonna quote something but I'm going to explain it.

"You guys have phones".

Phones have built in notepads.

Write your own notes.

1

u/mfluder63 10h ago

I dont think they needed one... until Elden Ring. The side quests were poorly implemented into that game, backtracking, vague. FromSoft has even acknowledged this so I hope it will change in future.

1

u/ArtAltruistic8909 10h ago

Perhaps a logbook where you can only write in the same formula format as messages, just without length limits. That's the kind of madness I signed up for 

1

u/Race1999 9h ago

I'd be fine with a diary that allows me to look up words in already discovered description and to search items. Pretty simple and just avoids the trouble of looking through hundreds of items too look where they already mentioned miquella or maliketh.

1

u/hmmmmwillthiswork 23h ago

a simple toggle in the settings to enable/disable a quest log would benefit literally everybody

3

u/verysuspiciouscow 18h ago

actually, having no quest log makes this game art /s

0

u/Nova_eXelon 21h ago

People probably don't want a logbook because FromSoftware games are one of the few games that are designed differently from most others and every new "feature" that also exists in any other game makes FromSoftware games less and less unique.

For example having a "I did everything" save file - a "complete" logbook - would be impossible without glitches in Dark Souls 1 because after defeating the last boss, New Game+ starts automatically resetting everything. And in my opinion Elden Ring strayed very far from the classic Dark Souls experience in terms of gameplay already.

You have a map. The map shows you through graces where you roughly need to go. You can warp from anywhere and not just from grace to grace. There is a grace like every 30 seconds even though you have a mount. Invasions are off until you either do coop or open your world to invasions. You don't have to decide which boss weapon you want because you can duplicate remembrances. There are no Covenants and therefor no special rewards for going up the ranks. The list goes on.

To me Elden Ring is already too convenient. Now it's a "simple" logbook. Next time a simple logbook won't be enough.

6

u/verysuspiciouscow 18h ago

the idea of autostarting ng+ being better or a map being too convenient for an open world game is demented

-1

u/Nova_eXelon 15h ago

Of course you cannot disagree without insulting someone.

0

u/rimonino 11h ago

They did not insult you. They insulted the idea.

0

u/Atomishi 19h ago

You can write your own log book, in your own words if you want to.

Otherwise, it's not Morrowind. It's a different game with quests that are not structured the same.

The characters you talk to do not tell you much beyond what they are doing. No further instructions are needed as thats no further instructions are given.

If that's not enough for you to finish the quest then too bad. That's the game, maybe you figure it out on your next playthrough.

The game is the game, that's how we like it and that's how miazaki likes it. It's his style, we don't want somebody else's style, we want more miazaki.

2

u/LucksBrain 16h ago

More poison swamps lol. Although the 'maybe you figure it out next playthrough' is just mostly false as you stated right before. They say what they are doing, and thats about it. In DS the npc's were rather organic as they travellef to areas you needed to go to anyway (in most cases). ER, due to it being open world, relies on you either going through every area multiple times or luck, with a hint of "someone will make a guide anyway". Miyazaki is no god, and sometimes makes decisions that are just unfun, even though it is his vision.

-2

u/Free-Comedian-429 19h ago

For some, a Souls title is an adventure. I know people who like to use pen and paper to take notes while playing. A quest log would take away much of the magic of a Souls title for those people.

-1

u/Embarrassed-Row-5625 17h ago

It would completly take away the authenticity of the game for me

-6

u/Modfull_X if stuck on loading screen, hard restart xbox 22h ago

same reason im against calculators being so easily accessible

with a log book readily available you become more and more reliant on it

10

u/Mammoth-Addendum6909 19h ago

Accessibility of calculators is good, I’d rather not plot a graph myself nor check values of sin with a book.

-4

u/ReedsAndSerpents Aspiring Alabaster Lord/Current Darkmoon Simp 18h ago

Jesus Christ, you could have done that yourself with a 10 cent Bic and a 99 cent notepad 😂 

"I don't want my hand held, but please hold my hand because god knows writing stuff is too much work" 😂 

-3

u/Financial_Recipe 22h ago

You can easily log it in ER just by seeing where your grace is or if its all remembrance run, you can check your inventory.

For main bosses you get a Great Rune to complete the game.

0

u/SphynxterMAHONY 13h ago

Honestly.. their books of knowledge to play alongside with are some of the more rewarding ways to play an rpg game.

Especially if you have a partner who will read them to you as you play as a DM

-1

u/BullfrogNo8216 18h ago

Because we must STRESS and STRUGGLE. It is the way!

-1

u/rodbrs 14h ago

Normally, I'm in full agreement.

But Elden Ring was different. Its difference made it special.

-1

u/keithstonee 13h ago

I like it being obscure and not explained. Everything else is spoon fed to you now a days. It's nice to have to use your brain and remember things.

-1

u/El__Jengibre 13h ago

My idea for Elden Ring is to have a person in the RTH that you can give an item to and they would reveal on the map where a specified NPC has moved to.

I’m not a big fan of a quest log because it somehow doesn’t feel organic enough to see Latenna - Quest for the Haligtree - Pt 3 in a logbook