The “don’t like it, don’t use it” argument is total flapjack
It is. It’s invalid for everything.
Why? (and how exactly?)
If someone doesn’t like something about a game, then they have a right as a customer to offer constructive feedback on how it can be improved. Ignoring the parts of the game that they don’t like won’t make the game any better for them.
The only right (that's right), is the right to purchase it. One can (if the company accepts such) offer comments... But its (rightly) no different than a customer offering comments to Disneyland about how to improve the Magic Kingdom rides. There is no 'right' to be heeded, and rightly, no obligation by the game developer. I (personally) find the notion of such hypothetical 'rights' disturbing, because it would seem to lead down a path of preemptive paranoia for the developer ~and result in poorer games, not better ones IMO.
There are three primary factors that severely discourage people from ignoring Oblivion’s fast travel system:
I've been reading the threads for three years and I still don't see what the problem is. I bought and played Oblivion before I even knew about their forum, and only learned of the travel issue some members had from reading about it here ~I had a 26th level acrobat PC, and I'd never encountered anything troubling with travel in the game.
In plain words would anyone say what the problem is specifically?
Oblivion’s teleporting method of fast travel makes no sense
What teleportation? Seriously, what teleportation? The only teleport that I encountered in the game (IIRC) was in the Mages Guild where they had these transporter rune/symbol tiles on the floor.
... It would have violated the ‘believable’ bit if Tarkwin decided that he wanted to travel to the Mages’ Guild from the other side of FantasyVille and the only price to pay was a shift in time.
No random encounters, no gold, so fatigue. Nothing.
Ah... this is insightful for me. We agree on the lack of random encounters (its the 2nd reason I always considered FT in Oblivion broken), but I haven't a clue about what is meant by "no gold", or the notion of 'paying' for a 'time shift'?? Why would my PC pay gold to walk to the next town ~and to whom? Now that is something that I would find jarring and bizarre ~an immersion breaker of the 'impossible to ignore' kind. There should be no fatigue charge for a leisurely walk.. Though I would not mind a "forced march" option that gets you there in less time, but arrive a ? or ? fatigue. This would work well with the the implemented risk of ambush ~where your chances go up, and if it does happen you are badly fatigued.
The former gives a believable and lore-consistent explanation of how you suddenly find yourself on the other side of map, the latter is just lazy.
That's not lazy, that is just a strange way of looking at it IMO. The lore consistent explanation is obvious, no? Look at the time shift... what does that tell someone? Imagine for a moment that a quest in the game involved the PC being a stow-away inside a trunk on the back of a carriage. How would that play out in the game? I would imagine that the PC enters the trunk and the lights go out. Now the game could conceivably play 10 real minutes of carriage sounds and (if using Night-Eye, show the inside of the trunk) ~but why do that instead of simply fading to black and fading back in when they arrive and open the box? When one uses the so called "fast" or "instantaneous" travel ~it is no such thing. The designers expect the player to realize that 'fading out' in one town, and 'fading back in' at the next town implies a long walk by the character. :shrug:
When you mention paying a believable fee for instant travel... I would agree that a mage willing to teleport the PC for serious gold, makes a lot cents (for the mage :rolleyes:); but the idea that one would pay a fortune for a cart-ride, or in some carriage to the next town makes no sense to me at all. As far as the game is concerned you arrive hours later (as it should be... unless one actually wants to sit in a covered wagon for ten RL minutes ~I sure wouldn't).
Another word for Morrowind’s fast travel system is ‘intradiegetic’ - “contained within the narrative”. The game is doing its job as DM by giving the player a reason for the feature being there that makes sense within the game world, and levying a believable fee for such a feature. The player uses it without having to suspend their disbelief, and all is well.
I liked that about Morrowind... but I still don't understand why Oblivion's time compression is any different or requires any suspension of disbelief ~Or why its in any way not ‘intradiegetic’. I mean... Take the DM example... What is the issue between a DM/(or video game) offering real instant teleportation to another town miles away for 1000 gold~and then you arrive, or offering a wagon ride there for 2 gold ~and then you arrive. :shrug: In the former you get there instantly, in the latter you get there six hours later by the game clock. It is this notion of "but it only took a second!!" that boggles the hell out of me. I don't get it, and no ones' telling. The third option is to walk and should not cost anything but time (the time shift you mentioned before).