Conclusion: If at Point 5 you come to about the same point as with Point 4, and have to stop to re-apply the Feather, it's not teleportation. If, on the other hand, using Point 5 you reach Anvil, it is.
Agreed, that's a flaw. But not a fundamental one, either. (ie, if anything, it only points to a potential for more refinement within the current system - I don't see as how this in particular would point toward any reason to throw "Oblivion-style" fast travel out, altogether.) If we try hard enough, we can contrive these sorts of logical "breaks" within the game for just about any game mechanic within the game.
If I get on a Silt Strider, I hit a loading screen, the game calculates how much time has passed, and then I find myself at my destination. If I fast travel in Oblivion, I hit a loading screen, the game calculates how much time has passed, and then I find myself at my destination. I can dig that matters of immersion are subjective - as it's an opinion, it doesn't "have" to be justified. But to me, the two methods are pretty much the same thing. In both instances I'm presuming that my character has traveled a set distance (either on foot, or via transport shouldn't make any difference.)
Anyway, my point is that time passes in either case. There's probably room for improving the algorithm involved in determining that via fast travel. Personally, I don't think about it enough to care one or another, but if that helps other people - I'd be all for it.
Having optional features that make the game ridiculously easy just sort of ruins the whole idea of an adventure game.
The idea of Adventure RPGs is that you have a world laid out before you, and that world has its own rules, laws and quirks. If you can toggle whatever gameplay aspects you want at the flip of a switch, it just ruins the point of the entire thing and totally breaks immersion. The fun of these things is that it feels like you are walking into a world that is not your own, if the difficulty is totally customizable then it just feels like one big fraud.
Yeah, I agree with this, in principle. But I don't really feel that how you fast travel around is much of a factor in matters of difficulty. If I'm Oblivion-travelling somewhere - I still have to have been there, once before. So any "difficulty" to be found in actually exploring that area is the same regardless. If it's too hard for my character at a certain level to actually find a place - I can't "make things easier" and fast travel there, anyway.
Besides, I've always found that what's actually difficult in a game isn't physically getting to a place - but more what you find when you get there. Personally, I've very rarely died on my way to a new cave or dungeon that I was going to be able to actually fully explore, in the first place.
I just don't think difficulty is much of a factor - no matter
what the method of travel used. I certainly didn't use Oblivion-travel because I wanted to make the game easier. I'm already spending tons of hours with the game - I just wanted to get where I was going, occasionally. Without having to muck around with walking from Point A to Point C when all I really wanted to do was get to Point B in the limited time I actually have to play these games.