One thing I think Bethesda doesn't get II

Post » Mon Jul 04, 2011 7:36 am

I personaly think ES games are ART. Not just an action game where you constantly fight. An actual art. It sure seemed like it in Morrowind, but I didn't feel it in Oblivion. Read the OP CAREFULY and comment only after you've understood it. I myself forgot for a second this thread is not originaly about Fast Travel, and people related it only to fast travel, which was somewhat annoying. People this thread is about making the journey in Skyrim counts. How to expand the experience, how to make a fair in-game system of traveling for both sides who like Oblivion's FT and those who don't. Having a sense of attachment to your character and actually feeling like you're in a world. I think Oblivion has lost the sense of having the JOURNEY, and it IS after all a role playing game.

Now READ the OP carefuly. And comment appropriately. Seriously people, the "Don't like it, don't use it" argument has nothing to do with this thread. If you're using it then you're just trying to annoy people, because this is NOT what this thread is about.


http://www.gamesas.com/index.php?/topic/1206875-one-thing-i-think-bethesda-doesnt-get/ to the first thread.

One thing I love about most open-world games is the traveling. I'll give you examples for games that put emphasys on that:

?World of Warcraft

?Shadow of the Colossus

?Icewind-Dale

?Baldure's Gate

?Diablo

?Morrowind

I know, I know, some of them aren't open-world, and that's OK, because they put amphasys on my point. I HATE the walking, and finding the right path just to reach my destination, after hours and hours of searching and tearing my head apart, wanting to bash my head to the window.
But you know what?
After I DO reach my destination I feel rewarded, I feel like I've actually spent my own time being the character and feeling the difficulty that its feeling. Well, kinda... you know, it's not like I'm actually walking through deserts and harsh areas, only sitting in front of the computer trying to figure my way out... I'l give you an example!

In Shadow of the Colossus finding your next destination to your next EPIC battle against a Colossus was ANNOYING LIKE HELL. But man... when I finished this game I felt like this game is the best game EVER, because I felt a feeling of attachment to my character, and I think that's a core foundation of a role playing game: Feeling attached to your character, or feeling like you're the character.

In a role playing game you're supposed to feel some sort of attachment. Sometimes it's there! In Oblivion I felt a huge lack of it. I didn't feel attached to my character AT ALL. Why you ask?
Because I didn't feel like he went through hard times. I've felt like I'm in some sort of a cartoon fantasy game where even the most terrifying creatures and beasts look kinda cute. I'm not saying Oblivion was bad, I'm saying I didn't feel any emotional difficulty what playing it.

My point in the matter is this: The journey DOES COUNT. The journey is as part of the game as any part of the game. Heck, is more a part of the game than combat! Which means it's probably the biggest part of the game, or at least should be.

2 things ruined that for me in Oblivion:
?There was no emotional difficulty while playing Oblivion, it felt like I'm speed running through the world trying to win the contest of how many quests can I finish in the shortest of time. And it wasn't the way I played it. I even usually walked and looked to the sides, to the beautiful views Cyrodiil had to offer me. But it was the way the game itself felt.

?Second on the list, and my biggest issue, is: I don't think Bethesda realizes that fast travel as a teleporting device and not being a part of the gameplay itself is in fact NOT a good thing. 1: Because it takes out a gameplay feature and replaces it with nothing. 2: Because it removes the feeling of attachment from your character, feeling the hardness and the journey your character is going through in a ROLE PLAYING game.


I think why so many people here are considered annoyingly "Morrowind-lovers" is because they have felt what I felt. The journey. Not just the discovery of a new alien place, but the road itself to your destination, annoying and desperating as it was, was setisfying. Morrowind has delivered this feature in the perfect way. Still allowing you to teleport, but in the cost of money, and through ways that actually make sense. While I would personally had prefered there would be no teleportation and we could actually see ourselves sail the seas with boats and ride Silt-Striders, I do think a "Skip" option is best due to the fact that after the 100th time you're seeing it, it would've made you want to commit suicide.

Now don't misunderstand me, I don't think Morrowind's system was balanced, because it doesn't speak to the wider audience and I do realise that. But I think it delivered a fairly good system. Making traveling a gameplay feature is brilliant, and I hated the fact they took it out.
While I do know there's the carriage system, all I can hope for is that we can also use the boats and other traveling options, and that we can use them only through a small fee. For the simplest reason that it adds more gameplay, leaving you with the feeling of attachment to your character because you know what he's going through while he's not teleporting hundreds of miles in 2 seconds, and finaly, it adds another use for gold, which eventually was kinda useless in Oblivion, and you just had piles and piles of it eventually.

By the way, this goes hand in hand with the size of the world. Because I did notice it in skyrim so far, though of course I didn't see most of Skyrim, I know I've seen so little of it. But a game the size of Oblivion with mountains and tons of new features, you would expect to be a little cramped. And I dislike it. Take MERP for example, the middle earch project for Oblivion. With the heightmap it delivered a perfect sense of "You are actually in a world!".
That is people, the real thing I don't think Bethesda gets. It was featured only in Daggerfall. VAST LANDS. I really won't mind having fast travel, but I, personally, would LOVE to see myself traveling through mountains and vast lands, seeing immense mountains in the distance. Bethesda doesn't get that sometimes emptiness is a good thing, and could be GREAT if done properly. MERP did it good, even if it had lots of empty land, I didn't mind traveling it because it offered amazing views for me to look at. And you know what? If sometimes I get tired of just walking and walking and walking, I could always fast travel. But at least make the world big enough so fast travel could be useful. Even though I would prefer that they would've taken Morrowind's fast travel system and improved it, making it more friendly to players nowadays, or at least easier.

EDIT: Just to clarify, this isn't an "Anti-Fast Travel Thread" where "Don't like, don't use it" is valid in. I'm saying easy fast travel and no alternatives like carriages PLUS boats PLUS other methods of traveling takes away the feeling of attachment to your character.

Thanks for reading! I welcome any feedback!

/Dark.

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NIloufar Emporio
 
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Post » Mon Jul 04, 2011 10:10 pm

So yeah, FT has nothing to do with it then why are we talking about it?
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Peter lopez
 
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Post » Mon Jul 04, 2011 10:55 am

I still agree with OP ad totally get what he is saying
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Emma Louise Adams
 
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Post » Mon Jul 04, 2011 11:55 am

So yeah, FT has nothing to do with it then why are we talking about it?

Of course it has a fast travel aspect, but it's not the main issue here.
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Natalie Harvey
 
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Post » Mon Jul 04, 2011 3:23 pm

I'll just summarize what I said in the last thread which is that Skyrim should have:

Travel by foot:
  • Sense of exploration and discovery
  • No hand-holding - the player should feel lost at times - it adds a lot to the experience (Morrowind had this to some extent. Oblivion did not)
  • Sense of danger - certain regions should be dangerous to explore, particularly at the start of the game (something Morrowind and Oblivion both lacked)
  • Walking to certain places should be time consuming. It all adds to the open-world experience, makes the world feel bigger, and gives the player a sense of accomplishment when they reach destinations like they've been on an actual journey.


Fast Travel
  • Plausible - Silt Striders, Boats, Horses, Carriages, Teleportation spells... whatever. Just not like Oblivion where you click to suddenly appear somewhere.
  • Limited to cities and large towns - not every single feature on the map.
  • Some kind of cost - even if it's really small, like in Morrowind.

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Carlitos Avila
 
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Post » Mon Jul 04, 2011 7:43 pm

The thing about fast travel wasn't a lack of self-control so much as it was that it made it a lot less interesting to bother exploring. In Morrowind you could always feel like it might be worth exploring rather than taking the Silt Strider because you didn't know what was out there. It was always nice to have a Strider or a Boat nearby, but it always came at a loss, either in gold or in potential gains. After playing the game for so long though, you would indeed find exploring to be tedious because you pretty much have been everywhere by now. So fast travel is the next step.

Thing is though that Oblivions fast travel solution was just lazy. In Morrowind if you took the time to learn the terrain and where things were, you could get anywhere you needed to go in no time. Not as fast as a Click Here and you arrive, but still fairly fast. Morrowind made you work to get where you needed to go and if you got good at it travel flew by like it was nothing.

Tl;DR Working to get to where you need to go is >>>> an easy button.
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Sophie Louise Edge
 
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Post » Mon Jul 04, 2011 4:27 pm

the thing i saw with oblivion is that it wasnt worth it to travle there was never anything good sure i would go looking for dedric shrines but after i got all those i was just like ehh i felt like i was doing something in morrowind not so much in oblivion
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Victor Oropeza
 
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Post » Mon Jul 04, 2011 9:06 am

Could someone please explain why the "If you don't like it don't use it" argument doesn't apply? Makes perfect sense to me...
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Luis Longoria
 
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Post » Mon Jul 04, 2011 12:01 pm

the thing i saw with oblivion is that it wasnt worth it to travle there was never anything good sure i would go looking for dedric shrines but after i got all those i was just like ehh i felt like i was doing something in morrowind not so much in oblivion

And feeling is what it lacked. There were almost no emotional moments in Oblivion. THAT svcked. Because I've had so much in Morrowind, I've actually felt my character's suffering. And yeah, it would've helped to have a sensible way of traveling instead of the walking simulator. In-game adds so much more to the game, in so many different levels.
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djimi
 
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Post » Mon Jul 04, 2011 8:23 pm

Could someone please explain why the "If you don't like it don't use it" argument doesn't apply? Makes perfect sense to me...

Because I didn't say we should remove the Oblivion style FT system, we should keep it but limit it, making it an in-game feature. How is the "Don't like it, don't use it" argument valid when replying to "I think the FT system should be an in-game feature"? You can say you wouldn't prefer it to be, but we're not discussing about that right now.
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Greg Cavaliere
 
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Post » Mon Jul 04, 2011 10:07 am

Well, Skyrim so far looks like a much more interresting land to explore, if only for the variety of terrain and all. I don't really care for feeling attached to my character, as I can do it with pretty much every character I play, even in Oblivion.

But I want to feel like I'm actually exploring something, you know. I'm not so sure about the character suffering part, but I really enjoy being amazed by my surroundings. feeling that the place I'm in, isn't reproduced a few miles later. So, yeah, to me, fast travel, realistic or not, doesn't bother me AT ALL. The world itself does. That is why I loved Morrowind, but I hated playing it, and the opposite happenned with Oblivion. I loved playing it, but after a while, I just couldn't be bothered to explore the same copy-pasted forest for the whole damn game (well, forest... you know, more like a tree here and there...)
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Stephanie Valentine
 
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Post » Mon Jul 04, 2011 7:41 am

?There was no emotional difficulty while playing Oblivion, it felt like I'm speed running through the world trying to win the contest of how many quests can I finish in the shortest of time. And it wasn't the way I played it. I even usually walked and looked to the sides, to the beautiful views Cyrodiil had to offer me. But it was the way the game itself felt.


"it felt like I'm speed running through the world trying to win the contest of how many quests can I finish in the shortest of time."

Could you explain why you felt like that? Especially when you follow immediately that this "wasn't the way you played it" and you "usually walked and looked around". Which seems to contradict.

I especially need you to explain this better because..... I don't believe I felt that way. I certainly don't feel any kind of pressure to speed through quests. I ramble all over the hills, looking for stuff to see. And this is with me liking OB-style fast travel. So, part of the problem I have is that I can't really see where you're coming from here. It was not my experience with the game.

(Also, perhaps some clarification on what "emotional difficulty" means in this case. I honestly don't understand what you're trying to say there.)

?Second on the list, and my biggest issue, is: I don't think Bethesda realizes that fast travel as a teleporting device and not being a part of the gameplay itself is in fact NOT a good thing. 1: Because it takes out a gameplay feature and replaces it with nothing. 2: Because it removes the feeling of attachment from your character, feeling the hardness and the journey your character is going through in a ROLE PLAYING game.


Fast travel as a "teleporting device".... it's not, time passes. Divine Intervention & the other spell, those ruin teleporters - those were teleportation devices.

Also, "not being a part of the gameplay"... it's something you do in the game. This makes it, literally, part of the gameplay. So, again, unclear.

(As an additional aside - click on a spot on the map -> loading screen -> new location. Talk to a Silt Strider operator -> loading screen -> new location. Except for the limited number of places the Strider can go, and the different interface - map vs. dialogue box - they're the same thing. One just has different window dressing. They perform the same action - a loading screen appears, then you're in a new spot. I don't see how this affects "attachment" to the character, and not sure how sitting back on a Strider / boat / carriage / teleport scroll somehow gave a feeling of "hardness" and "journey".... the only time you'd get that is when actively walking to a place, without any fast travel of any kind (scroll, mark & recall, map travel, carriage, etc).
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Nick Jase Mason
 
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Post » Mon Jul 04, 2011 12:23 pm

Thing is though that Oblivions fast travel solution was just lazy. In Morrowind if you took the time to learn the terrain and where things were, you could get anywhere you needed to go in no time. Not as fast as a Click Here and you arrive, but still fairly fast. Morrowind made you work to get where you needed to go and if you got good at it travel flew by like it was nothing.

Tl;DR Working to get to where you need to go is >>>> an easy button.

As much as I hate to say it, I'm starting to get used to the easy button. 300+ hours of Fallout 3 and 100+ hours and counting of NV have slowly made me accustomed to just pulling up a map and clicking a button, and since there's no other way to travel quickly, I gotta do it if I want to get a decent amount of stuff done when I sit down and play the game. I loath the Oblivion style fast travel, but at this point it's hard for me to imagine a Bethesda game without it. Kind of pisses me off having that mindset though.

Since Skyrim is going to have RDR style fast travel (map click/carriage ride combo) I'm pretty happy about that. I never used the campsite fast travel in RDR because all the other forms actually entertained me (manual horseback/walking often got you random encounters and the carriage rides were just cool). So hopefully Skyrim manages to pull off making the other fast travel methods appealing.
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Floor Punch
 
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Post » Mon Jul 04, 2011 10:32 pm

The problem with Oblivion was the sameness with the whole landscape. If you saw one ruin, you've seen them all. There was the mountains of Bruma, the Blakwood forest near Leyawiin, the Niben bay near Bravil. They looked different, but there was nothing unique to find at either place...

That was the problem, a problem that has been mostly fixed in Fallout 3, a problem that definitely seem to be fixed in Skyrim, seeing how they've worked on details.


Fast travel has nothing to do with it. I barely used FT in Fallout compared to Oblivion, because I didn't wanted to, because there always was something to see.
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Big Homie
 
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Post » Mon Jul 04, 2011 12:31 pm

the thing i saw with oblivion is that it wasnt worth it to travle there was never anything good sure i would go looking for dedric shrines but after i got all those i was just like ehh i felt like i was doing something in morrowind not so much in oblivion


This is part of the problem, Oblivions landscape while at first was very beautiful (at the time at least) it got boring very quickly because it was fairly bland with not much to see (asides from the copied dungeons) and no real risk of danger (the odd creature attack was almost more annoying than dangerous). This made travelling tedious.

I'm hoping they have solved this to a degree with Skyrim as they have promised the environments to be more interesting and varied, and to include areas which are dangerous at lower levels. The packs of giants and mammoths on the tundra for example is pretty cool, early on if you piss them off they are going to destroy you. You would need a fairly experienced and geared character to take on a group of mammoths and giants and come out on top.

In regards to fast travel, a middle ground between the Oblivion fast travel and Morrowinds 'public transport' by having a cost tied into it. Example: make travelling to major cities cheapest (as they are common roads), villages/small towns/settlements a bit more expensive as they are more rural, then actual destinations in the wilderness most expensive (requiring an experienced guide to get you there safely or having to purchase supplies). This way we still have a fast travel system as is now, but it fits more into the world immersion.
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Pants
 
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Post » Mon Jul 04, 2011 9:40 pm

The problem with Oblivion was the sameness with the whole landscape. If you saw one ruin, you've seen them all. There was the mountains of Bruma, the Blakwood forest near Leyawiin, the Niben bay near Bravil. They looked different, but there was nothing unique to find at either place...

That was the problem, a problem that has been mostly fixed in Fallout 3, a problem that definitely seem to be fixed in Skyrim, seeing how they've worked on details.


Fast travel has nothing to do with it. I barely used FT in Fallout compared to Oblivion, because I didn't wanted to, because there always was something to see.


That's exactly what I'm talking about. As long as there's a good reason to not use fast-travel everytime, then it's perfect. If you travel often because you're never sure if you'll find something interresting, or just get your ass handed to you because you weren't ready, then the world feel MUCH, MUCH bigger, and MUCH more interresting
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ZANEY82
 
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Post » Mon Jul 04, 2011 8:54 pm

http://www.gamesas.com/index.php?/topic/1206875-one-thing-i-think-bethesda-doesnt-get/ to the first thread.

best thing i like about these games fall out and elder scrolls is the travel
chance at exploring and finding new things
butt really wish they would remove the fast travel lol or give an option to disable it
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Melung Chan
 
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Post » Mon Jul 04, 2011 4:15 pm

best thing i like about these games fall out and elder scrolls is the travel
chance at exploring and finding new things
butt really wish they would remove the fast travel lol or give an option to disable it


lol butt
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Liv Brown
 
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Post » Mon Jul 04, 2011 8:33 pm

The problem with Oblivion was the sameness with the whole landscape. If you saw one ruin, you've seen them all. There was the mountains of Bruma, the Blakwood forest near Leyawiin, the Niben bay near Bravil. They looked different, but there was nothing unique to find at either place...

That was the problem, a problem that has been mostly fixed in Fallout 3, a problem that definitely seem to be fixed in Skyrim, seeing how they've worked on details.


Fast travel has nothing to do with it. I barely used FT in Fallout compared to Oblivion, because I didn't wanted to, because there always was something to see.

Oh yes, this defiantly. Even though I used FT a lot in FO3 I did at one point explore most of it by foot and it was an entertaining experience. They put a lot more detail into FO3's game world then they did with Oblivion. Oblivion felt very empty, whereas FO3 felt very full of stuff, which is funny because you'd think given the atmosphere and background of the game worlds that it'd be the other way around.
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Matthew Aaron Evans
 
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Post » Mon Jul 04, 2011 8:56 am

Fast travel has nothing to do with it. I barely used FT in Fallout compared to Oblivion, because I didn't wanted to, because there always was something to see.


Yeah, FO3 had better / more interesting dungeons. Part of why I prefer it to FO:NV - Vegas didn't really have much interesting to find, that wasn't part of some quest somehow - and even many of the quest locations were small and simple.


Of course, the increased "interest" of the FO3 locations made me love FT all the more - it allowed me to do even more exploring! If I'd had to constantly keep trudging back across the empty (since I'd killed the monsters along the way) wasteland to my house to drop off loot / sell things / etc, and then trudge all the way back so that I could continue exploring.... I'd have done alot less. Because I 1) would have spent alot of time in boring, empty walking; and 2) I might have been much more bored with the game and not played as much. And there was still plenty of walking to do, to find new places - but it was interesting walking because you could run into encounters and could find new places. Not so, the generic "have to do a circuit to town and back to empty my bags" or "have to do a round of all the different vendors, since they've run out of caps" walking.
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Sophie Louise Edge
 
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Post » Mon Jul 04, 2011 10:10 pm

which is funny because you'd think given the atmosphere and background of the game worlds that it'd be the other way around.


Funny, never though of it that way. But it's true. I was just exploring the capital wasteland yesterday, and I have NEVER had so much fun exploring the world in Oblivion before
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megan gleeson
 
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Post » Mon Jul 04, 2011 10:34 pm

You have to have a system were you dont have to walk back to town every few minutes to sell stuff, if you want a no FT system. Just give the main character a dog, and then you dont really need a FT system, because doggy takes everything to town, and you dont have to trudge...
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Nathan Hunter
 
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Post » Mon Jul 04, 2011 4:35 pm

I don't understand the point of these threads, Bethesda has already said that Oblivion style fast travel will be in the game, and they don't care how much you [censored] and complain. If you can't muster the willpower to not click on a button, then that's your fault. If you wan't Morrowind style fast travel, there's plenty of mods out there.

Also, it's looking as if Bethesda is actually going to make the world space more unique in Skyrim, so it should be more entertaining walking around than it was in Oblivion. You know, I'm sure that getting ambushed by a dragon will be kind of a big deal.
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Robyn Lena
 
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Post » Mon Jul 04, 2011 3:41 pm

What I don't get is if you don't like fast travel, then just don't use it. It is pretty simple, some people like it so keep it. There are many instances where people want to fast travel to locations because they've already extensively explored the area around it. You can play Elder Scrolls games however you want, so if you don't want to fast travel, you have an option to do so. Nobody will judge you whether you do or not. It's as simple as a choice as picking whether you want to do a side quest or not.

Edit:
Also if you prefer Morrowind's carriage system, then you have an option to use a kind similar to it in Skyrim, so you can do that, or fast-travel.

Edit:
Sorry Dark, read the OP wrong ;|
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Darian Ennels
 
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Post » Mon Jul 04, 2011 8:30 am

I always thought it would be best to restrict fast travel to only traveling along the roads. So you could travel from city to city, or anywhere else that is connected by a road (like a fort or something) but not into wilderness areas. This would be assuming that the roads were kept safe by the Imperial Guard (or their equivalent in Skyrim)
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Matt Gammond
 
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