AFAIK, the basic problem is:
- your game has 20 locations.
- your game has 20 peasants.
In the best case, that's 400 conversations that need writing, voice-work, QA... (and translating/recording/qa into every language the game supports).
Then imagine those 20 peasants can wander around the map (or are procedurally moved from one place to another).
It's just rather impractical unless/until we are able to generate voices procedurally (in multiple languages with some degree of emotion support).
Personally, it still sounds really annoying - I'd prefer to use a map and 'grill' the peasants about the murder that happened last night..
This is far from the best case scenario, tbh, but I see where you're coming from.
The best case scenario is that you have player knowledge of major points of interest (so you can 'mark' those on a map automatically), and have NPCs actually mark up your map when they gave you quests pointing to major locations ("I've marked the hill on your map."). When looking for individuals or (non-major) locations in towns, get directions and ensure that the in-game structures/textures/whatever can help you find whatever the hell you're looking for.
For example, let's say you have four quests. Quest A requires that you investigate Giant's Peak, a major landmark, and was a radiant quest picked up from overhearing a conversation. Quest B requires that you find Vinnier's Tannery. Quest C requires that you find Cedric the Unreliable. Quest D has you searching for bandits, but you're not sure where they are and are looking for clues from the populace. Quest E has you looking for the Eye of the Valley, a major landmark, but you were given it directly..
You go up to an NPC. As part of their dialogue script, the game iterates through all of your active quests and checks if you have any quests where you could want/need loction info. It gives a menu entry with an option that says "I need help finding something". You pick that option. Your player says that line to the NPC, and you get a submenu based on the available quests. Build some random/variable strings that accept parameters as values and fill them in based on variables. With the four above quests, you could get the following four options, for example.
* "I need help finding Giant's Peak."
* "I'm looking for Vinnier's Tannery. I'm not familiar "
* "I'm trying to locate Cedric the Unreliable. Do you know where I can find them?"
* "I'm looking for some bandits that have been causing trouble around here. Any ideas?"
* Quest E has no dialogue option because, as a major landmark and being given to you directly, it's already marked on your map.
Quest A results in an NPC giving you a generic line of dialogue ("no problem, let me mark it on your map") and adding a map marker.
Quest B results in an NPC giving you a generic line of dialogue ("you can find it over there"), getting the x,y coordinates of the Tannery (which should be quest vars, probably), and pointing in that direction. If you have a more localized map, they can mark it on there too.
Quest C results in an NPC giving you a generic line of dialogue ("you can find him hanging around somewhere over there"), getting the current x,y coordinates of Cedric, and pointing in that direction.
Quest D results in an NPC giving you a generic line of dialogue ("no problem, let me mark it on your map") and adding a map marker - maybe not where exactly where they are, but if they're "known" (to the NPC) to be active around a certain area, that area could be marked on the map.
Of course, you can get more or less specific depending on whether or not voice is involved, the nature of the setting, the knowledge of the NPC, the knowledge of the player character, etc., but there's no need to record unique dialogue for every quest target or quest location. You can expand stuff like the "where is this nearby thing" options by having an NPC point in the direction and giving you a 'trail' to follow in 3D space, perhaps only to the next 'major' intersection, but it would certainly be more 'immersive' than instantly knowing.
I can appreciate that some may find it annoying and prefer compass indicators and maps with super-precise waypoints, but some people may prefer a more immersive experience. Watching a compass is equally annoying to me, especially when it's imprecise - I used movetoqt an awful lot in Skyrim after a while.
