» Sun Oct 04, 2009 2:40 am
I still don't see why multiple options would have to be exclusionary. Or why Oblivion-style fast travel couldn't be (improved to some degree) and made to work alongside more traditional methods.
I guess what I'd like to see is a game structure that allows enough detail and forethought to allow a character to rely on following landmarks, directions, etc. Where a fast-travel design wouldn't preclude the use of other means, or negate their use. (Should certainly be possible by now.)
I'd also like to see "immersive" types of travel between landmarks, which are integrated into the lore. Something I always liked about GTA or RDR was that if you took a taxi or a train or whatever you could just go along for the ride and enjoy the sights, or opt to just skip right to your destination.
I don't think any of those options, however, need preclude a Oblivion style fast travel. They could easily complement each other, without a need to focus on penalizing the player for using it. (As I feel a common flaw with that concept is the idea that opting for that method need be an intrinsically "cheaper" or "lesser" or "easier" means of getting around.)
"Fast forwarding" to the more interesting part of a journey is an age-old roleplaying trope, one we used regularly in my tabletop days. If I can reach a place on foot, I actually find the concept that I be arbitrarily barred from just skipping to my destination (within reason) breaks my own sense of immersion. (This was a problem I used to have with Morrowind, actually.)
I think Oblivion Travel could be improved, or better integrated, but I see no reason to remove it entirely, or necessarily limit it, either.