Yeah but fast travel isn't "cheating" that's my problem. You as a player are choosing to not have to spend twenty minutes walking through a area you have already fully explored. It's just like using a taxi in GTA. And with that example I have no problem with fast travel costing gold like it did in daggerfall. Though I don't see the reason for it in terms of Skyrim. Unless you "sleep at inns" along the way or something.
You, as a player, can STILL choose to not spend twenty minutes walking through an area you've already explored.
The difference is, this isn't GTA. This isn't a city, where there are taxis just waiting around to deliver you to your destination, while gun-toting policemen patrol the streets keeping law and order.. It's a dangerous landscape with bandits and marauders and crazed cultists with magic and blades laying in wait to kill you and mutilate your corpse for their studies, and most of the roads go not through crowded city streets... but open wilderness fraught with peril.
It's a tool that lets you skip over the endless travel between places you've already visited.
We get that. Some of us (like me) even LIKE it, as a concept. Where it goes wrong is not presenting the player with the possibility of running into trouble... bypassing all the dangers and foes along the way... and simply plopping you down at your destination 100% unharmed and unfazed. How is that not broken? That's like including cheat codes and saying that they aren't cheat codes because the player CHOOSES to use them.
Ridiculous! In the form it is, right now, it is BROKEN.
It's a 100% safe, cost-free trip from one spot on the map to another instantly. Guaranteed.
Folks like to say this is an option, but we all know there are no other options! You can walk/horse your way there... or you can fast travel. No carriages. No caravans. No guides. No teleportation services. Nada. Fast-travel.
It was a quick-fix solution to shut up the people who, (and I'm not pointing out anyone in particular, so you're only going to take offense if you're guilty here), screamed and railed for something to take the -adventuring- out of their Open World RPG.
And that being said, it was an okay start. It's fine, until the 300th hour you've played it... and you realize that, even if you WANTED to walk, the world is just too damn big to do it and get anything done. There's no incentive at all. There's no plus. And there's no disincentive to NOT fast travel. You don't -miss- anything by fast traveling... except of course for anything you would have experienced along the roads.
But! It -can- be fixed! Easily!
It can be made to work in a way that actually COMPLIMENTS the gameplay, rather than rendering it fairly moot. Make it cost money to stay at an inn or hire someone to transport you. If you stay at inns and travel by caravan, your player arrives safely. 90% unharmed, Guaranteed. You also arrive at daytime. If you travel by foot, and stay at an Inn... it takes longer, but costs less. If you travel by caravan, but plod through day and night, your risk of being attacked increases. If you travel by foot all night and day... it goes up even higher.
Add in some risk. Add in some cost. Add in something to make it a part of the game.
Otherwise it's just an instant god-mod teleport spell without any magic cost. If you made a mod like that, it'd get lumped in as a cheat or god item.