I think "compromise" is sometimes proposed too hastily.
I could not agree more. It's the over compromising that Bethesda seems to do sometimes that makes me wonder. I think they worry so much about compromising that they forget what their gut feelings might tell them. Still doesn't mean compromose and discussion are bad things, though.
As far as I can see, there is only one problem with Oblivion's fast travel -- it inadequately covers all of the dynamics of travelling.
I believe they did it this way on purpose, and I'm personally glad they did. I'll explain below...
It gives you an interruption-free trip to any known destination on the map (no beasties to inconvenience your travel).
This line scared me a little. :blush: Let me explain..
When I'm done with exploring, I'm usually through with the endless wolf/bear encounters for the moment, too. I honestly would rather not face even a few wolves in rapid succession because I'm fast traveling... even if it
did make sense. Lot of fast traveling to do in TES games and we might wind up with something worse than Morrowind's "cliff racer effect" since fast travel would put it unavoidably in your face in rapid succession.
I think that's why Oblivion's fast travel system is the way it is. It's done on purposes with good reasons in mind. Such things were even left out of 1996's Daggerfall, which was back when RPGs were made more hardcoe than today.
Also, it lets you cheat with some spell effects -- a single feather scroll will last your entire journey, letting you heft that extra load of loot all the way home).
I know what you're talking about and I very much agree.
Other games would remove temporary effects before any "fast trip" started. I think even Daggerfall did it pretty well. Not the first basic thing of RPG/adventure design they forgot about with Oblivion. Things like that are why I griped in other posts that it seemed Bethesda just threw common sense out the window.
On the bright side, travel time takes into account how much weight you're carrying and whether or not you are riding a horse, or sneaking, or have a weapon drawn. Also, there is a tradeoff for guaranteed safety: your character advances neither in in power nor in wealth.
Heh. I didn't even notice or think about those things now that you mention them (except that fast travel was always safe- can't miss that).
I probably didn't notice because I always had the habit of putting the sword away or getting out of stealth before zipping back to town. Not 100% sure why, but it seemed sensible to do so. Nice to know that everything wasn't missed.
At any rate, I'll be among the first to say that your ideas have merit. Would indeed be so nice to see such sensible and rational things in any RPG of today. It's the one thing I've been asking for the entire time. Move more in the direction of rationality/believablility and less in the direction of legend of zelda.
I think we should be careful to avoid making any particular thing tedious, though. If an aspect of any particular game is very tedious, then yes,
even I would rather sacrifice some believability for the sake of ending tedium.