In TES, we could have horse-and-carriages, boats, and flying creatures. Just because you had to walk or use a slow horse in Oblivion doesn't mean it has to be like that for every game, and it certainly wasn't like that in Morrowind.
So that sort of stuff's acceptable? All right, then: let's suppose that, for the sake of having a reliable unit of measure, a TES game was set in the United Kingdom - a far cry from a map as large as Earth itself, as you suggested, but suitable enough for the purpose of this experiment. You need to make your way up from London to Glasgow for whatever reason; let's call the traversable distance between them at 650 kilometers, all of which is scaled 1:1 perfectly in game. Let's assume that teleportation isn't available, as the London end of the network is striking for whatever reason, so this leaves carriage as your only viable option, and for the sake of removing excess unnessecary factors such as the time it takes to swap out carriage horses at waypoints, let's say that the trip is nonstop and the driver's using magic to keep the horses from getting tired, so let's call the carriage speed a solid 45 kilometers an hour. And for the purpose of accurate measurements, Timescale has been set to 1.
A) How long should it take, in terms of the
game's system of keeping time, should it take to get from London to Glasgow?
B) How long should it take, in terms of
time spent by you sitting in front of the screen (assuming you don't just let the game run itself by whatever mechisms you choose) should it take to get from London to Glasgow?
And suddenly you're thrust into a conundrum, because there are only two possible combinations of answers for this situaation:
A) The answers to A and B are identical
B) The answers to A and B are not identical
If your answers lined up with situation A, you advocate that the player should have to experience this travel in realtime: in this case, just a smidge under
fourteen and a half hours. If your answers line up with situation B, this means of course that there is some level of time compression taking place in game, accelerating the speed at which you travel in-game in relation to reality -
fast travel."But that's not a reasonable scale to set the questions against!"Asides from the mere existance of Daggerfall, you needn't look further than the last page: as you so said yourself,
The map could be the size of Earth and there would still be better and more realistic ways to travel than fast travel. Like... oh, I don't know, the ways we travel on Earth, for example.
Even if we were to shift the locale back to Oblivion-era Cyrodil as sculpted and scaled by Bethesda, by whose authority can it be said that the player
must spend X amount of time in order to travel from location A to location B? That they
must spend X amount of time to travel
back to Location A from Location B, passing along the way whatever hurdles had to be faced during the first trip? And that they must
always spend X amount of time during each trip, no matter how many times they've made it going to and fro? The answer is, of course, the
player's authority, as it is the
player's time that is consumed: it doesn't matter if X is five minutes or give hours, each trip costs them that increment of time - time that they have in limited quantities due to social and economic obligations.
"But the fast travel I mentioned is fair and legitimate!"And how so? Because it has monetary values that must be paid to use the services? Pointless - the costs for travelling in Daggerfall and Morrowind were pittances compared to the average haul's worth, even with base mercantile and personality values. Because you might need to use multiple services to get to a location? Pointless - an overarching fast travel system could simply use the base costs for the various available methods of travel and give an overall cost based on criteria, exactly (if not moreso) as costly as if you had negotiated each leg of the journey manually. Because it has a risk of facing certain perils? Pointless - asides from there being no reason for an overarching fast travel system to deviate from the random encounter systems the lesser travel methods incur, the mere act of using
any travel system instead of manually making the trip yourself reduces the risk factor.
No matter how you quibble over the details, no matter how you try to duck around the issue and abstract and distort the arguments, there is simply no viable and valid argument against fast travel. Not that this will stop you and the other like-minded denziens of this board from doing so, of course, and it's frankly hard to expect anything more after what I've seen the last few weeks.