Fast-Travelling

Post » Fri Sep 09, 2011 9:18 am

Honestly, I don't get the point of a toggle, either.

I've seen in previous threads of this nature where players will say that one thing you lose in a game that's designed for fast-travel is a world that's designed to make use of landmarks and more of an emphasis on finding your way. But even then, if there's a toggle to put all of that in - the designers still will have had to have done that work, and just because a player wants the option to use fast-travel in the game doesn't mean they wouldn't enjoy those additions as well.

So even with that - it still makes more sense to me to just have fast-travel in there as something you can use or ignore at your own whim. Putting in a toggle for some reason - I just don't get the logic behind that. I don't see what that's bringing to the table.

As far as "charging" players to use fast-travel, that's something I don't get, either. I can only see that as some way to "punish" the player for doing that. It doesn't make sense to me. I'd rather see more carrot, less stick, to be honest. There's already the clear benefit of walking somewhere - you're going to find more stuff along the way.

Really, I rather liked how Red Dead Redemption handled this. The benefits to just riding from place to place (even if you'd been that way dozens of times) often outweighed the need to get somewhere quickly. There were so many little side-quests and fetch-quests that could only be completed by just going out into the world, that I rarely felt like I was just "wasting time" riding my horse around when I could have just fast-traveled there.

Personally, I think something like that - where there are clear and continual benefits to physically walking somewhere - is a much better design concept than arbitrarily making the player "pay" to use something that's only there for convenience anyway. :shrug:
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Adrian Morales
 
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