I should also probably mention, fast travel is not just available to
anywhere you've been before, like some games. It's more like curated
fast travel eligibility, which is probably a smart design decision.
The world in this game and navigating through it is one of the reasons
to play at all.
Rin Stowleigh <nospam@nothanks.com> wrote at 23:16 this Thursday (GMT):
I should also probably mention, fast travel is not just available to
anywhere you've been before, like some games. It's more like curated
fast travel eligibility, which is probably a smart design decision.
The world in this game and navigating through it is one of the reasons
to play at all.
Fast travel in general should be a part of navigation, rather than just skipping it, IMO. My favorite kind of fast travel is when its limited to certain "stations" that you have to physically go to, since it feels
more tactile than just activating something from a menu. It also makes
it way easier to contextualize it in the world as a boat ride or tram
system or such. For larger worlds though, I think having an "escape
rope" type item that just teleports to the nearest town is a good
compromise.
I haven't played a lot of super open games, so my thoughts might be completely wrong tho
On 4/23/2026 9:40 PM, candycanearter07 wrote:
Rin Stowleigh <nospam@nothanks.com> wrote at 23:16 this Thursday (GMT):
I should also probably mention, fast travel is not just available to
anywhere you've been before, like some games. It's more like curated
fast travel eligibility, which is probably a smart design decision.
The world in this game and navigating through it is one of the reasons
to play at all.
Fast travel in general should be a part of navigation, rather than just
skipping it, IMO. My favorite kind of fast travel is when its limited to
certain "stations" that you have to physically go to, since it feels
more tactile than just activating something from a menu. It also makes
it way easier to contextualize it in the world as a boat ride or tram
system or such. For larger worlds though, I think having an "escape
rope" type item that just teleports to the nearest town is a good
compromise.
I haven't played a lot of super open games, so my thoughts might be
completely wrong tho
I still prefer fallout 1 & 2's way of handling travel. When you want to
go somewhere you go out to the world map, and you click somewhere, you
can click on any point, even empty points. You then travel at like an
hour a second on that map and if you encounter something you get dropped into a local map. Or if you just end up at a point with nothing in it,
you can still drop to a local map with little to nothing where you can
camp etc.
I hate the 'open world' which makes everything both feel further away in real time, but amazingly cramped otherwise.
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