And, as I saw it, Lemunde was talking about overarching game design. If you design a system to be able to function without fast travel than that means travel either has improved significance or is more pleasing. Or both. If the developer wants you to, and rewards you for, more than the 5 minutes of time that it takes to complete the quest action that is a more developed world. The point is not to do with the time limits put on quests or the cheapness of quest giver. Those are both the jobs of the writer and a different issue. His point was to do with the idea that actual exploration should be rewarded more in other ways, as fast travel is with saving time.
I know :shrug:
... and I disagree; I have said it several times (and not just in this thread).
That saved time should cost something in return if only some septims*, chancing upon random quests, or truly interesting landmarks or caves.
*[that is my thought, not necessarily Lemunde's]
He was not saying that an individual quest should give more or less depending on if fast travel was used.
I don't perceive it as "time saved", and no one has illustrated how it could be viewed that way.
(Now... any explanation that puts the concept of forcing or requiring realtime traversal as a means of "earning" reward, needs to explain how it is not suggesting some form of gamer maschism; because that's certainly how such would appear to me ~and probably to many others).
You seem to have missed the point. It's not that you're fast traveling to have to avoid a longer travel, it's that you're fast traveling to avoid danger.
I have always fully agreed that Oblivion and Fallout 3/NV's travel is broken, for this very reason. Fallout 1 & 2 didn't have that problem.
When your legs are crippled, you can't run.
Now you're missing the point, as the PC's crippled limbs (or that he can or cannot run) are irrelivant to the issue of time compress travel. If his legs are crippled, then the game clock should show that it took significantly longer for him to arrive. :shrug:
(They'd impress me if that extra time factored into a greater number of potential encounters ~both positive and negative).
....Basically what I'm saying is that fast travel should not be a way to circumvent danger, but there needs to be a system of deciding when there should be danger, and when there shouldn't that's better than random encounters, which I just find annoying.
We both agree that there should be a risk associated with time compressed travel ~IMO in both series, but if not in TES, then Fallout 4 (or 3 & NV with a patch). However, I would not accept any alternative
but random encounters, as they are the most plausible, and I think you will find, that those players that are most outspoken against fast travel, would be positively vehement against a system that informs them they were injured or robbed along the way.