The most popular solution/compromise seems to be keep Oblivion’s system, add in Morrowind-esque alternatives, have an environment that isn’t deathly boring to look at for more than five minutes and have a half decent horse system (RDR set some standards, damn it!).
This sound good for everyone?
The “don’t like it, don’t use it” argument is total flapjack
It is. It’s invalid for everything. 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.
Leaving that aside, for gameplay features as integral as fast travel, ignoring it is impossible to do while preserving a coherent and enjoyable gameplay experience. It’s like telling someone to ignore the combat - you cannot do it and continue to play the game the way it was intended by BGS to be enjoyed.
This is because of the way that Oblivion was designed. There are three primary factors that severely discourage people from ignoring Oblivion’s fast travel system:
- Trivial quests will regularly send you to the other side of the overworld because quest designers are - rightly - expecting players to utilise the fast travel system that they have been given.
- There are no alternatives to teleportation fast travel except for walking, which takes ages, or riding, which is often even slower.
- The landscape is boring. Much of Oblivion’s landscape is randomly generated and thus featureless. There is no aesthetic incentive to take the scenic route.
So we have a game that frequently makes players choose between instant teleportation to their destination or a long slog across a boring and repetitive game world that, by level twenty, is filled with minotaur lords. There might technically be a choice there, but gee, BGS really aren’t making it easy on us roleplayers now are they? Which leads nicely onto point 2:
Oblivion’s teleporting method of fast travel makes no sense
Once upon a time, role playing gamers had to gather together in real life for their fantasy hit. This would be doled out by the Dungeon Master, who knew intimately the rules of the game and the intricacies of the game world. They would make sure that everything was consistent, fair and - most importantly - believable. 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.
Fast forward thirty years or so, and now DMs have been widely replaced by videogames. The purpose of the videogame is to set up a believable world for us to play in and then - in the case of BGS games - let us do whatever the hell we want. The game must be believable to be enjoyable, and to be believable it has to be consistent and it has to have certain restrictions that reflect the behaviour of familiar things. For instance, you can’t kill Mrs X outside in a crowd of people without becoming a criminal; it takes ages to kill a heavily armoured person with your untrained fists; and you can’t teleport across the world by clicking on a map. Wait, what?
Precisely. There is the key difference between Morrowind’s and Oblivion’s respective systems: Morrowind’s requires you to go to an appropriate vendor of fast travel services - a boatman, Mages’ Guild teleporter or silt strider driver - and pay them a negligible but nevertheless present fee for the service of instant travel. Oblivion’s requires you to be outside (which doesn’t make much sense in the game world - only as a balancing mechanic) and open your map and click on where you would like to go. 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.
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.
And when I say ‘believable’, I mean just that. A believable game world means that you can believe that what is happening on your screen is feasible in the context of the game world. Daedra princes and magic are believable because they are consistent components of the TES universe. ‘Realism’ is a separate concept.
Now, on to the actual debate (the bit we’ve all been looking forward to because we just can’t get enough of it)
Some good points were raised in the last thread on the actual fast travel issue
If you don't like fast travel, you don't have to use it.
Now, could you imagine if you did like fast travel, but COULDN'T use it?
Much of the problem with Oblivion's system is its lack of alternatives. While OP would personally like to see Oblivion's system destroyed and never spoken of again, he does acknowledge that some players enjoy it and that simply adding alternatives is a far preferable course of action to almost everyone. Read: OP is not solely saying that Oblivion's system must go.
This thread is highlighting the desirability of added alternatives to Oblivion's fast travel system more than it is waging a crusade against it. While I usually scoff at the idea of a toggle as a get-out clause in debates, I can’t help but wonder whether an on/off toggle for “Oblivion style fast travel” plus alternatives such as mage teleporters, silt strider Skyrim equivalents, scrolls of intervention and mark/recall spells would finally make everyone happy.
A frequently raised point: ”Morrowind’s system required loads of walking!”
Well, leaving aside the issue of “what’s wrong with walking through a gorgeous, hand crafted environment like Skyrim’s?”, there are two main factors exacerbating this issue:
- People not utilising Morrowind’s system to its full extent. On top of the caravanners, mage teleporters and boatmen, there are mark/recall spells that totally negate the boring return journey that is apparently so hated, as well as scrolls of divine and almsivi intervention which instantly transported the player character to the nearest of the five or six major settlements. The spells didn’t require much magic proficiency, and the scrolls were free for all to use. People finding themselves trudging back and forth is the result of those people not using all the tools at their disposal.
- Morrowind’s run speed was laughably slow. This was a design flaw in Morrowind, not an issue with the fast travel system, and it made walking from one place to the other horribly tedious. There was a huge disparity between how quickly players were able to take in information about their surroundings and how quickly the surroundings changed. Looking at the run speed in the latest trailer, though, this doesn’t look to be a problem anymore.
Aaaaaaand go.