» Sat Dec 11, 2010 9:37 pm
I still think it's more to do with the "immersiveness" of the game world than it is the "immersiveness" of the fast travel system, itself. What always comes to my mind when discussing this sort of thing is Red Dead Redemption, oddly enough.
That game incorporated not only what was effectively Morrowind's style of fast-travel (if you replace Striders and such with Carriages and Trains,) but Oblivion's as well (with only the very minor caveat being that you had to "make camp" before fast-travelling by that method.) And I think it worked pretty well in that game. It even went so far as to improve upon Morrowind's more static system of vehicular travel by allowing you the option of actually experiencing the entirety of the journey in real-time, or at any point deciding to "skip" right to your destination.
I thought it all worked rather well in that game, personally.
But (to me) by far the more important part was the very simple fact that I only found myself using any form of fast-travel maybe once or twice during my entire play-through of that game, for all the various options that were freely available for my use. For starters, it was just a joy to roam around the environment - a fun experience that I rarely found boring or tedious. Secondly - there were continual intrinsic advantages to physically travelling in "real-time" between locations. Things to collect, places to find, random encounters to experience.
That's what really used to bog me down in Morrowind/Oblivion/Fallout 3/Fallout New Vegas, personally. Once I'd been to a spot, I knew that the only thing I was ever going to come across on a "real-time" journey would be maybe a random combat encounter. And when you know that once you get where you're going, you're probably going to be fighting pretty much whatever you may have encountered on the way, I just don't feel those random combats to be all that important to the gameplay experience. It really doesn't make the game any more difficult or "challenging," and the real challenge is going to be found in dealing with whatever stands in your way at your destination, to begin with.
In RDR, however - there was actually a "point" to keeping an eye out for any critters along the road, or any ambushes I might walk into.
In short - I think with these fast-travel discussions, there's often a lot of focus on the "stick" aspect of applying game design concepts to fast travel. When I think instead what's immensely more important is to focus on applying more "carrot" to encourage players to forego fast-travelling altogether while in the game. If the "real-time" travelling portion of the gameplay is compelling and rewarding enough - then I don't really see how any form of fast travel is going to have all that much of an impact, to begin with.
My two cents, anyway.