this post was submitted on 23 Jan 2024
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[–] givesomefucks@lemmy.world 9 points 10 months ago (3 children)

For him, the world is there to be discovered because there are things to be discovered. He talks about forcing players into "blind situations" and "stumbling across someone and something will happen".

Yeah, but we've had that for decades with fast travel....

Game like FO2 had you "travel" on a map. And you'd randomly get stopped for events.

And random events are his rational for why fast travel is bad.

Fast travel isn't the issue, it's boring games that are the issue. It's be trivial for fast travel to randomly spit you out partway through for an event, then let you continue after.

[–] ElusiveClarity@lemmy.world 3 points 10 months ago

Kingdom Come does this and I really enjoyed it. At lower levels you are just thrown into an ambush/event but you can get perks that allow you to anticipate the ambush/event and react first. Ambushing the ambushers never gets old..

[–] ggwithgg@feddit.nl 1 points 10 months ago* (last edited 10 months ago) (1 children)

Yes, travel should come with a cost. Kingdom Come deliverance had a similar concept: you'd get hungry, can get ambushed, or you need to sleep at some point.

The Gothic games introduce fast travel very late in the game, with teleporter stones. Also, they had a very densely packed map, so travelling to some other place did not really took that much time. But I think it is a nice alternative.

I recently started playing outward and it has (practically) no fast travel. It really is refreshing, it keeps you thinking what area is best to go to next and you should keep track of your rations, carry capacity etc

(Also, what game do you refer to with FO2?)

[–] givesomefucks@lemmy.world 1 points 10 months ago
[–] troyunrau@lemmy.ca 1 points 10 months ago

Right. BG3 does this with long rests too -- cinematic interruptions are a thing :)