I think fast traveling in oblivion got it right. You could only fast travel after you had been to the destination first on foot. This encourages exploration and gives a the world a bigger scale.
JMeganSnow said:I prefer the fast-travel method they used in Gothic: you didn't get it until late game when you started getting quests that took you from one far side of the map to another. Prior to that, quests tended to be fairly localized. Exploring the nooks and crannies was part of the fun of the game and led to some great rewards. So it never felt like, oh, god, I gotta run all the way back to turn this stupid thing in . . .
Also, you had to do some pretty hefty quests to get the fast-travel abilities, so they felt like a reward.
Oblivion I thought was okay--you had to actually go somewhere before you could fast-travel there. (Except for the "civilized" locations). There wasn't a lot of random neat stuff to discover in the wilderness and the terrain got a bit boring after a while, so I was willing to skip it.
Fallout 3 I thought was horrible because of the way downtown was set up. You never learned your way through that horrible maze and it could be really annoying when you DID have to go find a location for a quest. Convoluted many-loading-screen-filled area with no effective map that you teleport through? BAD DESIGN.
Or the system in Far Cry 2. I never made it far in that game due to the sheer annoyance that the travel brought me. I found Just Cause 2's system to be good. The planes made travel quick and fun, while if you really need to get somewhere you could get thekman123 said:I reckon the Fallout 3 system was ok. Having to find the location first before you could fast travel. It required you to walk there at least once.
But say, in Assassin's Creed. You were forced to go to the location via horse each time. Didn't see many people praise THAT system.