Pff.. This argument is so annoying. Cyrodiil was supposed to be a jungle. It changed to what it was because a Jungle would have taken too long to create for something that would never need to be appreciated. There were plenty of opportunities to create a unique world.
Even if Cyrodiil was just a normal setting in lore, Morrowind was a lava filled hell hole, especially Vvardenfell. but they managed to get that to be a unique an pleasing experience. why could they not have done that with Cyrodiil?
And Shivering Isles was based on Morrowind. It was created because they knew how much they screwed up. Look at it. It's basically another Vvardenfell. They have mushroom trees. <_<
Well, it's been quite some while since I played it by now; but couldn't you fasttravel in the shivering isles as well? So, doesn't that prove it's possible to have non-bland scenery and critters and yet have fasttravel. So one does not preclude the other. They knew they screwed up, you say. Even so; with the next game, it's still possible they know not to screw it up again. But regardless, point is, there is no causality between the two; you can have fasttravel, and non-bland scenery.
Look at Bloodmoon. Bloodmoon was a basic standard RPG setting. Almost every RPG has a cold, evergreen-ey region. But that managed to be original. they implemented the Reiklings, the Skaal, Hircine, Ice monsters, and still wasn't as terribly cliché as Oblivion. It had wolves and bears, just like Oblivion, and managed to retain it's dignity.
I found bloodmoon, compared to MW, much more bland, in the sense of scenery. I *do* think the same about OB, but it still actually
does have variation of scenery - only it's less dramatic and original. I just don't think it's a very good argumentation in regard to fasttravel; it's just a decision they made. Whether they had used some alienesque, completely original critter instead of a Wolf, it wouldn't have affected the fasttravel, and vice versa. I mean, if the next game will have awesome scenery and still have fasttravel, what will then be the argumentation?
Oh well, we'll just have to see, I guess. As I said, it's not something I personally HAVE to have, as long as there are viable alternatives. But those would have to be way better than in MW, because, how much I enjoyed exploring (and I did hours and hours of that), sometimes, I just wanted to get somewhere from a 'wild' location, and not drag on indefinitely on foot, just to get to Balmora again.
To be honest: it's true it became less tedious in that regard once I got the mark/recall spell. That's why I'm not totally against it. But without something similar, it can be f- annoying sometimes.
I'd like to point out that there are a few more than "some" people against Oblivion's fast travel. I could easily say:
What's the point in keeping Oblivion's fast travel, just because some people like it?
Yeah. That's as valid as your argument right there.
Yes, it is. That's why I was saying that making it optional, preferably at the start of the game, in the settings, would deal with those that want to use it, and those that don't. If it's not there until you actively set it 'on' when starting the game, than it merely depends on your will and decision whether you want to use it or not. It would be a conscious decision, where you actually had to do something before you could use it. If people really don't want it and are so enthusiastic about 'exploring' on foot, they shouldn't checkbox it. It's another debate than of your 'bland scenery' and such, but basically, if you give people the choice whether they want to use it or not - purely viewed in this respect - it's always better than to force one group to follow only their viewpoint. However you look at it, it's more reasonable that way. After all, the 'other side' is not making it optional, but would rather be: "I could easily say: only fasttravel should be allowed, and I don't care if others don't like it." Few people would actually say that, but in regard to getting a compromise where pro- and cons have the most freedom, an option offers more than making it a black&white situation.
Not if there was actually a cost to using it, and there was a good alternative that doesn't have that cost. That would give us a reason to see the landscape (avoiding the cost of the scrolls).
If we have Oblivion's system, there wouldn't be a reason to not use fast travel, apart from to purposfully go and look around.
If my system is implemented, there will be a reason to look around, so there will be pressure to create a good game world.
Well, that last reason is rather highly speculative and needs a following of your interpretation of how Beth works, but for the rest of what you said... this is exactly what I don't really understand about your argumentation. Because it costs, it would give us a reason to explore?! My dear fellow TES-fan; whenever I explore(d), the only reason was 'to explore' itself. It was to find research the unknown, new caves, loot, encounters, funny or beautiful or useful things. It was, in essence, curiosity. It had nothing to do with how much a silt strider costed (actually, it was pretty cheap), or how much I would have to pay otherwise. If I wanted to just go from point A to point B, I paid the price, if I could. If I could not, and yet had no inclination to explore or make long walks at that time, I did found it tedious and boring, sometimes, especially if the awe-factior was gone from that route. If I didn't want to go linea recta somewhere, but I wanted to explore, I explored.
I didn't need a defined reason, and certainly not a lame one like "it's going to be too costly otherwise" to get exploring. On the contrary; if a lack of money is the only reason to get yourself to explore, you're more likely than not feeling annoyed by it. That's not making exploration fun, on the contrary. A lack of money is all the wrong reason to have an exploration of your surroundings, let alone to be eager for it. I'm just saying; there is something wrong with claiming "if it costs too much otherwise, it gives us a reason to explore"... If even pro-exploration people need THAT kind of incentive to explore, than they have their priorities backwards. And if they're not the exploring types, having to explore because of lack of money won't really make them eager. It's like saying: you are going to explore, whether you like it or not.
I'm not sure that's the way to make 'most' people happy. Much like "you are going to use fasttravel whether you like it or not" will not be very palatable for some.
No it didn't. And yes it was. No matter how you try to justify it, it was an instant teleport to another location on the map. Perhaps if there where time limits to quests, or different types of travel, similar to Daggerfall, you might have a point, but no.
I? Justify? It's Beth that made the game. Fasttravel was walking towards your destination, without having to see the scenery. It wasn't the a great implementation, but it WAS that, and you know it. The concept was exactly the sam as with the silt striders, and the 'effort' of paying 20 gold does not change it was based on the same concept. So you're trying to reverse the things here. If it
would have been 'instant teleportation', you wouldn't fall dead when you're fasttravelling as a vampire in daylight, nor would there be a time-laps, etc.
I know you mean that if 'felt' as instant teleportation, and that there was little subjective difference between the twobut the
fact still remains, it wasn't, in the strict sense.
You're forgetting the key aspect of "effort" there.
The effort of paying 20 gold doesn't make a difference in regard to the concept and execution of 'fasttravelling' on itself, which what I was alluding at, as I explicitly said. Whether for free or for a million gold, on itself, it is not deemed as an instant-teleportation - NOT because you have to pay gold or not, but because it is portrayed and (sometimes badly) executed that way. Even if you would get a free ride on a silt strider, it wouldn't suddenly become teletransportation, would it? The concept of it being a transportation by animal, without seeing the actual travel in-between, would still be as valid. So, in regard to 'justify', it's rather the opposite.
Like how they could have made Oblivion's instant teleportation from anywhere to anywhere system optional?
No, it wasn't optional. If I wanted to complete a quest on the other side of the map, I wasn't prepared to walk all the way over there for my 100 gold reward.
That's just it. In a former post, you act as if exploration is its own reward (which it is), and now you're claiming it isn't worthwhile to explore your surroundings anymore, because you don't feel like it, or because you get to few gold. That doesn't make much sense. If you only have so much love for exploration, why set the priorities so high for exploration, then? Why do you even need a reason? If the only reason you go is for getting to point A to get 100 gold (or even 1000 or 10000), then it makes MORE sense to just go straight to that point, than having to explore your whole way there. There is something that doesn't make sense here: if you're such a fan about exploration, you should be happy to go.
Sure, you can claim it was the 'bland' OB setting that didn't make you eager, but the point remains that saying exploration is the way to go is not well reflected in your incentives. You basically are pro-exploration, but yet didn't feel compelled to explore for 100 gold. And, you suggest for the next game an incentive for going on exploration because 'other ways are more expensive'. It seems the priority for going on exploration instead of having fasttravel is rather weak, this way. I have my doubts about all the pro-explore/anti-fasttravel talkers that don't explore without some positive or negative financial incentive.
They aren't made void by "it's optional" I just can't argue well with someone repeatedly saying "it's optional". When you have nothing more to say other than that, you're not really arguing well.
- There's no exploration involved. I instantly appear at any desination I want, with no cost, and I miss anything on the way.
I miss any NPC's on the way.
I miss any quests on the way.
I miss any caves on the way.
I miss any nice fights on the way.
I miss any views on the way.
I miss any hidden things on the way.
I miss a lot.
- It breaks immersion. I don't care that I'm walking to the place, only missing out the journey, I FEEL like I'm instantly teleporting somewhere.
- There's no sense of realism in the game when time is constantly changing
You have ALL those things with the silt striders too, except for not having to pay gold (which makes sense, since the concept underpinning fasttravel in OB, is that you are walking yourself, not that you use a transportation device). But the 'drawbacks' you said are all there as well. 'Time is changing' IS making oit more realsitic just BECAUSE it's meant to be the distance made on foot, and NOT teletransportation. It would have been even far less realistic if they made fasttravel have no effect on time, because that would mean you'd walked at the speed of light.
It's true that you feel like it's akin to teleporting, but that's just a mindset. If one is picky about it, one could say the same about the transportationmodes in MW: "It FEELS like (payed) instant teleporting. And not entirely an unwarranted feeling, since you started at one place, and popped up in the next.
But I was right in saying 'make it optional' makes all those options void, since one only 'suffers' them, if one actually makes use of it.
However, it a mindset, really. For instance, for me neither the silt rider nor the fasttravel have ever broken the immersion, at least, not to any large degree. I think this is because I accepted both things in the way they were meant too. In contrast, you never accepted fasttravel as a compressed way of foot-travel - mainly, I assume, because it's free, since you don't seem to have much trouble with actual payed teleportscrolls, nor with time-changing effects from silt strider rides. And it is, IMHO, exactly *because* you never saw it the way it was intended, that you have all those problems with it in regard to what you miss, time changing, immersion breaking, etc. While all those things, on itself, aren't really new, nor were they impassable obstacles for exploration in the past, IF you wanted to explore.