And thus you're saying that you don't want other players to have it available. Simple.
You don't have to use it at all. Tone it down yourself.
And thus you're saying that you don't want other players to have it available. Simple.
You don't have to use it at all. Tone it down yourself.
I think fast travel is fine and want it to remain available, so it doesn't need to be toned down. I have no-fast-travel games going and it is very easy to choose not to use it in those games.
However, I do think there are some things that need to be toned *up* for the times we do not choose to use fast travel. We need descriptive journal entries and directions on where to go. Not just something like "Bring Carla the amulet." The journal needs to remind us what the amulet is and provide us with real directions as to where we are bringing it. (Like Morrowind did.) We also need to continue to have multiple ways of getting around...boats, silt striders, mark & recall, divine intervention, etc.
Doesn't mean at all that we need to tone down or get rid of fast travel. Fast travel in and of itself isn't the problem.
Folks don't want to use self control, they would rather have the game leash them.
The option is there, and I use it when I don't have a lot of playtime, but when I can actually sit down and play I forget it's even there.
"There are ghouls nearby go kill them!"
*checks pipboy, Ghouls are all the way across the map*
How is it "extremely easy to accidentally fast travel?" In all the years I have played Elder Scrolls games I have never once accidentally fast traveled.
I have no idea, when you click on a marker you get a big pop up asking you if you want to Fast Travel to the location.
Its not purely optional. Its there for you to use. Its already built into the game.
I'm from the old school where you had to travel a lot and figure things out on your own etc. Developers like the guys at Capcom who designed Dragons Dogma did not have a standard fast travel system in it. The reason they said? It ruins immersion, for the most part I agree.
Thats the point I'm trying to make.
Not trying to create a fire here, it's no big deal. It's actually more of a minor quip for me but a quip nonetheless. Moving on.
I have no objection to any game having fast travel as an option, but increasingly I find myself noticing how BGS games are built around the feature in a way that makes avoiding it almost impossible. In Fallout 4 it's simply unfeasible to play without fast travel after the first couple of hours, as almost every quest has you jumping to the furthermost reaches of the map with little rhyme or reason, and the rewards don't justify the time and effort spent doing it without fast travel on 95% of occasions. In doing so the map begins to feel absurdly small - why on earth would some guy in a hut in the southern marshes want me to kill ghouls up on the northern coast?
The Witcher 3 did a far better job of keeping the player within a particular region of the map for extended periods, and at least managed to justify quests that made you travel longer distances by giving some meaning to the journey, as opposed to it just being arbitrary. It made me feel far more invested in the local towns and townspeople within each part of the map - to say nothing of how Skellige and Velen themselves were also so distinct (although it'd be nice to have had Skellige accessible from the mainland without fast travel, obviously).
I also recall Red Dead Redemption being very well-paced without needing to use more than a handful of carriage rides, although being so many years ago I could be viewing it with rose-tinted glasses.
I guess we'll agree to disagree on The Witcher 3 (I didn't think it was perfect - just better than Fallout 4). But all your other points I totally agree with, and would like to see BGS address those in the next TES game.
I definitely agree that the map size scale needs to be significantly increased and I have a feeling that BGS knows that. My only worry in regards to the map size increasing/city size increasing would be them taking an even more... Skyrimmy approach towards dialogue, where numerous NPCs are just one-clickers. It's probably honestly the main thing that would get to me and was my main gripe about Skyrim.
I think something that could solve a bit of the problem with factions needing to only take contracts in their particular area, would be just having a large number of factions as a whole, although that's certainly easier said than done. It seems the faction number seems to somewhat decrease in quantity, while increasing in terms of cinematics. I definitely think that there needs to be a cinematic/story-driven element to each faction, but I don't think 4 - 6 factions is sufficient, personally. This is just my opinion, though.
There are quests in Oblivion that have you running back and forth between the same two points all the way across the map. Two in particular are http://uesp.net/wiki/Oblivion:Separated_at_Birth (pick it up in Chorrol in the west end of the map, go all the way to Cheydinhal in the east end of the map, then go all the way back to Chorrol), and http://uesp.net/wiki/Oblivion:Tears_of_the_Savior (start way in the south in Leyawiin, go up north to the Imperial City more than halfway across the map, go back south to Leyawiin, go up north past the Imperial City into the northern mountain ranges, then go all the way back south to Leyawiin). The lack of North, East, and South bridges from the Imperial City makes it worse, since you have to take the long way around. There are more quests like this, these are just two that stick out in my mind as being really annoying.
There's also issues with quests that, while not as far apart between the starting point and the target, do have you going back and forth over the same pathway, where all the times after that first one is just boring. Of course, a big part of this problem is how the games have been progressively making the time in-between encounters be easy-recoup time (Oblivion's 100% safe wilderness resting to heal, and Skyrim's auto-health regen, along with the general increase in carrying capacity and potion availability)... it ends up making the travel time be the down-time of the game, rather than part of the questing.
Fallout 4 also has the added issue of energy for Power Armor. To properly use Power Armor, you need Power Cores. While using Power Armor, your Power Cores slowly deplete. With fast travel, you don't use up any of your Power Cores, whereas you would have if you walked.
If these things aren't strongly encouraging fast travel, I don't know what is.
The problem is, ultimately, by having fast travel as a core, non-optional part of the game that can't be disabled, it influences the design of the quests and activities since the designers can rely on the player having and using fast-travel. They don't need to worry about if the player doesn't have fast travel, because they will, and as a result, they design the game with that in mind. They don't need to worry about quests that send you back and forth multiple times across the whole map, they don't need to worry if there's enough power cores for players using power armor to walk everywhere, etc, because there's fast travel always available.
One of the worst examples of this, for me, are two consecutive Mages Guild quests. "Vahtacen's Secret" sends us to Vahtacen, close to the eastern border of the map. The next quest, "Necromancer's Moon," sends us to Dark Fissure Cave...right right next to Vahtacen! They had to have assumed we would fast travel to these two locations. For those of us who travel everywhere on foot or on horseback, these quests are a real pain in the butt.
Yes, and this begins as soon as we exit the sewers too. The "directions" for very first quest location we are given in Oblivion is "near the city of Chorrol." That's it. And then the game tells us explicitly to follow the compass marker to get there.
If this is the case, I'd consider it to be a bug. In all previous games, time passes when you fast-travel, as if you had actually walked the distance, and timers on things like spells or buffs run out during FT.