I use fast traveling, but only if I have to get from one side of the map to the other, or if I'm just not in the mood to walk somewhere.
I think there is a fundamental difference with games though, and especially open world RPGs: I.e. A big part of the enjoyment is the immersion in the game world, and having an open world is a big part of that. After all, why even have an open world if you're just going to skip it? Defeats the object of the genre. If you dont like trekking around then really what you're saying is that you'd rather play a ordinary RPG.Shia-Neko-Chan said:Fast travel is and will always be a good and necessary addition to games with huge worlds because there are people who don't like tedius mandatory tasks in what is supposed to be a fun game. Telling me I have to walk for 15 minutes to get to one place (not including whatever random encounters I may have), then telling me I have to walk back is sleep inducing and I will not waste my time playing a game that makes long gaps in between enjoyable portions mandatory.
Movies, not even books, make every little detail of the hero's travels apparent, because it's boring to the viewer. Games shouldn't be the exception.
I completely agree. I would add that some game designers needs to reconsider if every game needs a big 'open' world. The location based worlds as used in "Dragon Age", "The Witcher", "Baldurs Gate", "Fallout" just to name a few works very well in many cases.Treblaine said:I think the more poignant issue is:
Game designers need to stop relying on crutches like insta-travel to make up for how they designed the over-world to be way too damn boring to actually traverse.
I think the key there is vehicles.Bostur said:Great quote collage by efeat
I completely agree. I would add that some game designers needs to reconsider if every game needs a big 'open' world. The location based worlds as used in "Dragon Age", "The Witcher", "Baldurs Gate", "Fallout" just to name a few works very well in many cases.Treblaine said:I think the more poignant issue is:
Game designers need to stop relying on crutches like insta-travel to make up for how they designed the over-world to be way too damn boring to actually traverse.
I love really well made open worlds, but they are hard to make and the only really successful ones in single player games I have tried was in GTA.
Well, where's the poll for 'yes I like it' and 'no I don't'.LookingGlass said:One of the things I didn't like in Oblivion and Fallout 3 was the whole system of "fast travelling", i.e. click a point on the map that you've been to before and you will instantly be transported there, alive and well. It sort of destroys the whole epic scope the game is meant to convey with its large map, and it removes a lot of the potential for chance encounters.
I was reading an old Extra Punctuation [http://www.escapistmagazine.com/articles/view/columns/extra-punctuation/8329-Extra-Punctuation-Fallout-New-Vegas] a minute ago and I noticed that Yahtzee happens to agree with me. I figure you'd rather listen to him than me, so:
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.Yahtzee said:When you instant fast travel in games like Fallout 3 you miss out on the adventure. If you had to ride a horse or a motorbike to your destination you might have an exciting encounter with NPCs, or catch a glimpse of something so intriguing on the horizon that you decide to take a detour to investigate it on a whim. Surely the whole point of the sandbox or open-world model is to give the player the chance to fill the gaps between major events with adventures of their own.
As stupid as it sounds, I even liked Morrowind's system better because it at least forced you to find Silt Striders and boats that would take you where you wanted to go (and would at least force you to move around a bit in between). But what I really want is Morrowind's system but where they show you doing the travelling (significantly faster than running of course). Possibly in a custscene, but why take control away? Why not put me aboard one of these things in my normal view... still able to shoot Cliff Racers as I fly by? Oh, and let me say to the pilot or equivalent "on second thought, set me down here next to that interesting looking ruin".
So that's my opinion: abolish fast travelling and implement my system. Don't even give me the option for fast travelling or I might use it. Don't let people skip sections of your game like that.
What are you thoughts? Do you like it? Hate it? What would be your ideal "faster than walking" travelling system?
Aside: has it been confirmed what the system in Skyrim will be?
Totally agree with this.Treblaine said:I think the more poignant issue is:
'Forced to chose between monotonous trudge through overworld, or cheap insta-travel that acts like a level-skip code'
it's not enough to just say "don't use insta-travel", the issue is how the PRESENCE OF THE MECHANIC ALONE is so bad that simply skipping it is no the solution.
Insta-Travel is the SYMPTOM, not the cause of bad level design.
OK, maybe not a symptom, more an indicative botch repair, like how a limp - trying to not put weight on a leg- indicates the leg is broken. A game that implements an insta-travel system indicates a game with a broken overworld.
You know why "sandbox" games like GTA are so popular? Because the overworld is quite fun to travel through! That's mainly due to the cars, it's like a lite-racing game.
Game designers need to stop relying on crutches like insta-travel to make up for how they designed the over-world to be way too damn boring to actually traverse.
This, and a reason why I like how Morrowind did fast-travel, is because there was always something new to find. Whether it was a new cave, dungeon, loot, crypt, daedric ruin, there was always something on your way to anywhere. The land was very amazing, and had "fantasy" written all over it, which made it not seem like much of a nuisance to walk from place to place, or to ride the silt strider or boat. And this is what I loved about Morrowind, and why it has more hours put into it (even after four years of not playing) than any other game that I own/owned.Zorak the Mantis said:I think it takes a lot away from the games. Especially ones like Oblivion and Fallout because they have such a huge environment. I think Morrowind had a great system of fast travel because you had to pay to use it and it only took you to major towns.
First off... Awesome.loc978 said:I agree, really... and I would have loved a vehicle in the new Fallout games...
Oh wait...I remember now, I had one!
and for you fantasy junkies out there...
Never could stand the game, personally.
Exactly.kypsilon said:...I would rather have the choice than none at all...