I hope (i know it wont) that TES VI has a mix of Skyrim's "here let me mark it on your map" and Morrowind's "Nobody knows where this lost artifact is located exactly but let me describe all that we know about the kind of area it may be in.
Not everything needs to be a quest marker, and not everything needs to be incredibly vague directions that you have to figure out all on your own. There can be (and imo should be) a fun mix of both styles.
It'd be fun to have some quest directions be super vague. Sometimes, half the fun of an adventure is piecing together the mystery of a lost treasure or location of a forgotten dungeon.
Other things should absolutely NOT be vague and unspecific. For some quests (eg. Go here and kill this guy in this castle) the quest giver should literally mark the exact location on your map assuming they know where the quest objective is.
Don't waste my time by referring to a castle that I've never been to and not mentioning even where in the world it is. I have a map in my backpack. Mark it down. Conversely I don't want to be able to cover almost all my screen except my HUD compass and have quest markers alone guide me to a lost treasure from thousands of years ago. That's lame. Modern game dev relies way too much on railroading players with quest markers.
There's a big difference between "helpful" quest directions (eg. Marking a known location on your map) and "we expect that all players have the intelligence of a three year old so we will walk you hand in hand to the lost treasure of the Dwemer etc etc." Give us some fucking credit and (when it makes sense) make finding quest locations challenging and as fun as you possibly can.











