LookingGlass said:
Treblaine said:
Vault Citizen said:
If you hated the fast travel system so much why did you use it? To my knowledge it has always been voluntary.
But if the game depends on you using the system...
Look, I think he wants some way of swiftly getting from place to place but not something that spoils the impression of scale. So basically a plane, jet-pack, hover-speeder or whatever.
It is easy to code in a mechanism to teleport from place to place, it's lazy for the developers and undermines the experience.
I think a game like Fallout is in dire need of some sort of vehicle, or something to travel fast at around 20-30 miles and hour, like a horse or rocket-scooter.
Yes, this exactly. On that note, the lack of jetpacks in games is somewhat disturbing to me.
Immersion is such a hard thing to come by that I hate when it's broken. E.g. manual saving in survival horror games is an absolute killer (the one thing I hate about Silent Hill 2).
[small]Ah jetpacks. I understand the reasonable fear that jetpacks may be over-exposed and becoem bring but there has been such a complete lack. Slightly off topic but I think jetpacks have gone because game worlds are so narrowly animated (why spend polygons on the roofs of houses?) and gameplay so linearly controlled they don't want people breaking scripted events with the ability to move in full Three Dimensions.[/small]
Yes, it's all a matter of balance.
if travel is too slow then the world appears tediously large and intractable.
If travel is instantaneous then the world appears tiny.
RPGs aren't the only games guilty of this, ALL games that purpourt to be over a huge or global scale yet just flit from one location to another are cheating you out of that scale. They need to do SOMETHING to indicate scale.
CoD4 did a tiny touch that helped, the "briefing" (about as brief as it gets for military ops) is told from a satellite perspective showing the continent you are on, zooming in and out to show tanks and troops moving, then finally a crash-zoom to the surfcae, ithe camera looks up and you are in boots on the ground.
Latter games had mush less of this or even none at all.
I think MGS4 is the worst example. You apparently (from subtitles) globe-hop from "somewhere in Middle East" to "Somewhere in Europe" to "Somewhere in south America". It was all unncessecary too, the entire game could have been set in a single country connected geographically
EDIT (STUPID ***** Posted before I'd finished typing)
MGS3 was perfect, the long air-drop and looking over that ridge onto the vast Russian Forests was really that "you're not in Kansas any more" moment. Then (more or less) kept you in the same world for the whole game steadily progressing into a stronghold of the Ural mountains.
Thing with RPGs is the overworld is randomly populated with stuff, dozens and dozens of mini challenges to gain XP, collect loot, or just have fun killing orcs or meeting important NPCs. That I think is what most slows me down when on a quest: distractions.
Yet those distractions are what makes the world seem alive, make you feel that you are running over hyrule field, not just a massive green polygon.
The balance I think is something that moves you quickly and directly but you cannot just stop and get back on again.
Something like a train, something you can literally just jump on and watch the world go by at swift speed and don't want to jump off as the next one may not come for a while and would be too hard to jump onto anyway.
If I was coding it and the character was on a Mission Quest, I'd play God and skew down the probability for high-value random encounters (AND LET THE PLAYER KNOW THIS), so you will only ever find general supplies. Then there is no need to get distracted from your quest unless you desperately need general supplies. The time for searching/grinding for valuables is between quests.