I pretty well have to side with exactly what the OP said. Bad fast travel is like Oblivion or FO3, where it is instant and immersion breaking. It carries no explanation and no repercussion, and sine people always take the path of least resistance, it's inevitably going to be exploited. But the fast travel in Morrowind was okay, since it made sense in terms of the world and lore, and didn't break your immersion since it was an action your character was clearly taking.
Then Bethesda should have executed the fast travel like they did in Morrowind by taking the silt strider or something. These worlds are big, which is why you need fast travel (exactly as you said), but that system needs to be well executed, or else it is pretty jarring for your immersion like it was in Oblivion.EcoEclipse said:The reason fast travel exists in these games is because the developers realize that their game world is too big.
I don't know about you guys, but I'd quit Oblivion forever if I had to make the trek from Anvil to Bruma on foot. Or from Rivet to Raven Rock in Fallout 3. That's just way too much to potentially ask of a player.
The fact remains that if you want to explore the world, you are entirely free to do so. Fast travel just makes it less tedious.