Uhm...In both Oblivion and Fallout 3, the fast-travel system was 100% optional. They didn't ruin anything by just being there. Now if it was forced, then yes it's an issue with me. But it wasn't forced, and thus it isn't a problem.
Scrumpmonkey said:I think it really depends on the implementation.
Now, some might say...SemiHumanTarget said:Fast travel discourages exploration and discovery, which are basically the backbone of modern western RPGs.
That's a completely understandable sentiment, but that's more of a problem with the content design than the systems in play. For example,Zhukov said:Fuck your open world. I have stuff to do and more engaging games to play. I don't really want to spend twenty minutes watching a guy on a screen trudge through a copy-pasted landscape.
Frehls said:Oblivion's problem was that they procedurally generated most of the terrain, whereas in Morrowind it was mostly hand-done. This led to generally boring landscapes.
BSCCollateral said:Fallout 3's terrain is sprawling and comparatively empty. You walk, and walk, and walk. The only "new content" with each transit is random encounters.
Of course, even if you don't have a problem with the landscape, some people are just crunched for time.AC10 said:A chance encounter with a bear, radscorpion or ghoul isn't lucrative enough for me to waste my time.
Fortunately, it's certainly possible to cater to these players' needs without having to resort to instantaneous warping.Frehls said:Many of my friends who used to be gamers cited their main reason for not playing an open-world game like Fallout 3 was that they didn't have time. With their full time job and their children, they don't have time to sit down and play a 4-hour session of one game.
Lastly, there's one mantra that keeps getting repeated that isn't as applicable as it seems.SemiHumanTarget said:Morrowind had a perfect design for this. Fast travel was restricted to certain major cities, and only then with a small fee and certain caveats. The fast travel was not just an instant warp feature, but rather an actual service within the game world that helped flesh out the mythos and provided atmosphere while also giving players a convenient option. The beauty of it was that it gave you access to a certain proximity and not an extremely exact coordinate on the map.
See, that's not as easy as it sounds because, often times,Too many to list said:Don't like it? Don't use it.
Treblaine said:The game depends on you using the system.
Without fast travel, quests like that would take an inordinate amount of time to complete. But those quests exist, becauseDeimir said:There are so many quests that say, "we need components X, Y, and Z, but we're only going to tell you where one of them is at a time, and you have to bring back each item in person."
.Treblaine said:The game depends on you using the system.
I have three different files (two of which are on Xbox, which has no mods to extend the base game + DLC) with over 100 hours each and I use fast travel. Fast travelling didn't make FO3 short for you, missing a bunch of content did.LookingGlass said:This was a big reason I failed to get the most out of Fallout 3. I completed the game in about 15 hours and I barely saw any of the map at all because I was waiting for quests to actually send me around the place and all that happened was I fast travelled between a few locations and then the damn story ended. Admittedly, partly my fault.