Pointing that out sounds like a plus for Oblivion's system and a minus to Daggerfall's system, to me. Oblivion's system actually is optional because travelling in real-time isn't nearly as tedious as it is in Daggerfall, but it is quite quick, especially if so many people have characters that are as fast as they claim they are. Daggerfall really forces one to fast-travel. Also, I'm not sure if you experience this or not, but staying at inn and using ships literally costs nothing for me. I'm not sure if it's a bug or if it has to do with my faction providing free rooms at inns(I'm not sure if fast-travel involves this in its calculation), but I never have to pay money to fast-travel. If I still did, it wouldn't matter anyways because making the money to pay for it is quite easy, because, as I said, it is essential to the game. Travelling from Daggerfall to the Alik'r desert while staying at inn, moving cautiously, and using a ship doesn't cost me anything at all, and it has been this way since I joined the knightly order I joined at level 2, right out of Privateer's Hold. Anyway, one can still fast-travel for free, without joining any factions, because all the person loses is extra time(well, not really, since time has no effect on anything besides active quests) and some health. If they are on an active quest, then the money they make will easily pay for any money spent on taking faster options. Daggerfall's fast--travel is like Oblivion's, except in Daggerfall, I really can fast-travel anywhere without discovering. The neccessity of this system only makes Daggerfall's system look worse. I've never had any trouble fast-traveling in Daggerfall at all. My settings are already set in a permanent position and I fadt-travel just like I do in Oblivion, without a care in the world or any evidence of my trip.
There are some things about Oblivion's fast travel system that simply bug me, and there are other things that do not make a whole lot of sense.
For example:
Is fast travel supposed to represent walking, running, or riding your horse?
If it is supposed to represent walking, then does it take into account all of the encounters you would normally have with wildlife and bandits while traversing the countryside by foot? Does it take into account the potions needed and/or the magicka used to heal oneself from any of the aforementioned encounters? If it is supposed to represent running, then assuming you are fast enough to outrun any and all enemies you would have inevitably come across had you not fast traveled, is there any cost to fatigue? Also, is the travel time calculated by drawing a straight line from the player's current position to the player's ending position (which is not always a possibility), or is the travel time calculated assuming that the player is following established roads? Lastly, if fast travel is supposed to represent traveling by horseback, then why is it not entirely necessary to have your horse nearby in order to fast travel?
Assuming I can ignore some of the inconsistencies mentioned above and can suspend disbelief enough to pass fast travel off as walking/running/riding, then how is it possible for me to carry 1000+ weight units worth of loot from Bruma to the Imperial City whilst only having a few potions of feather and no other strength/feather spells? Wouldn't the potions wear off long before I even got close to my destination?
Finally, being that Cyrodiil is basically the political and mercantile center of the empire, and is supposed to be one of the largest provinces to boot, why
wouldn't other travel services exist? Even though your character might not have a problem hoofing it all over the map, I highly doubt that everyone else in Cyrodiil would be inclined to do the same.
At any rate, these are just a few of the questions that nag at the back of my mind when fast traveling in Oblivion.
On a side note: Though I can see some similarities between Oblivion's fast travel system and Daggerfall's, I don't think you can really compare the two because the similarities are only superficial. They both had a map where you could click on a destination and fast travel to it. Time passed in-game. Besides that, there aren't any other similarities that I can think of. The thing is, Daggerfall's fast travel system was necessary because of the sheer size of the gameworld. You could literally spend days in real time walking from one place to another. The same is not true for Oblivion. Also, Daggerfall's system had costs and consequences associated with (fast) traveling. Quests had time limits. Traveling recklessly meant that you might arrive at your destination with lowered health and fatigue, whereas staying at inns would cost you money. Oblivion had absolutely none of that. I think that people, in general, don't have a problem with fast travel as a game mechanic in and of itself. But rather, many who had experience fast travel from previous games had a problem with the way fast travel was implemented in Oblivion.