I also hear the twilight books are fantastic.
How did you come to that conclusion?
Eh, we're basically having the Big Macs are better than a perfectly cooked porterhouse argument. Which is moronic. This is an enthusiast forum.
That speaks more to how far cry 2 was designed than it does to whether fast travel is a detriment to games or not.What? Go play Far Cry 2 and tell me how tedious it can get "travelling" from point A to B all the time. Sometimes you just want to get going, and not having a fast travel as an option is ridiculous.
Apparently you don't if you think that sales numbers looked at in a vacuum can be used to establish the amount of appeal something has as a product.I know the definition of the word appeal.
i'm confused. why do people keep mentioning ds in a context that seems to argue against fast travel? it has fast travel.Maybe thats also a reason Dark Souls has much less appeal than Skyrim.
One of the best things Morrowind did was non-scaled loot. From my understanding, they took the time to place a lot of unique loot in that game that you could get right from level one if you managed to explore and get passed the difficult enemies guarding it. It wasn't hidden behind a level scale.
I hear that elitist BS is fantastic too.
Because it's a game that doesn't strictly need it for the most part, just for those who want to speed things up when the world's opened up enough like if you just want to forge something quickly. As noted no one's really against fast travel period, just using it as a design crutch rather than a game aid, and for Dark Souls it's absolutely a game aid 90% of the time, the other 10 percent either because they threw you in a place you literally can not leave without fast travel (end game bosses) or because it's just a pain to leave a certain place but if they designed that a bit better it wouldn't be TOO big of a deal, not like some of the walks in Skyrim.i'm confused. why do people keep mentioning ds in a context that seems to argue against fast travel? it has fast travel.
Because it's a game that doesn't strictly need it for the most part, just for those who want to speed things up when the world's opened up enough like if you just want to forge something quickly. As noted no one's really against fast travel period, just using it as a design crutch rather than a game aid, and for Dark Souls it's absolutely a game aid 90% of the time, the other 10 percent either because they threw you in a place you literally can not leave without fast travel (end game bosses) or because it's just a pain to leave a certain place but if they designed that a bit better it wouldn't be TOO big of a deal, not like some of the walks in Skyrim.
Here is an example of something that can easily happen in an open world game like Skyrim that makes fast travel a huge benefit.
You start exploring a mountainous area around Riften and you see some caves and ruins on the mountain you want to explore. Its a total pain to get up on top of the mountain where you see the ruin but you eventually make it and have fun exploring the area. Weeks later you are doing a quest for the Dark Brotherhood and you find out some bandits with an important artifact have moved into those ruins and if you kill the leader you can get a reward and the artifact. Now i had a hard enough time getting up that mountain the first time and i already explored the immediate area so there is nothing new for me to find there. What benefit is there for me to not be able to fast travel up to that ruin and get on with the quest?
Yep, there is appeal and then there is awareness. Skyrim had more awareness -- but after the success of Dark Souls, I am sure that Bandai will put more effort into marketing the series. It will be interesting to see how it takes off with Dark Souls 2.One measurement you could use is polling people who have played both. And while I have no hard proof, I'd bet that Dark Souls would have more appeal after all the time since the release of these games have passes.
Ask Bethesda to design better worlds instead of making bumps and turning on SpeedTree.Here is an example of something that can easily happen in an open world game like Skyrim that makes fast travel a huge benefit.
You start exploring a mountainous area around Riften and you see some caves and ruins on the mountain you want to explore. Its a total pain to get up on top of the mountain where you see the ruin but you eventually make it and have fun exploring the area. Weeks later you are doing a quest for the Dark Brotherhood and you find out some bandits with an important artifact have moved into those ruins and if you kill the leader you can get a reward and the artifact. Now i had a hard enough time getting up that mountain the first time and i already explored the immediate area so there is nothing new for me to find there. What benefit is there for me to not be able to fast travel up to that ruin and get on with the quest?
Here is where design comes in. There are many options. Since you wiped out the threats on the mountain, that could be what allowed bandits to set up shop. So it's easier to travel up this time. What else has changed on the path? Have the bandits taken over completely or just the top? Are there NPCs to either battle or recruit to help remove the bandits? Maybe a traveling merchant with important items is able to travel the road since you wiped out the bears that used to scare him away from there. Also, an important herb you need for a spell grows on this mountain, and while you could have picked it before you weren't aware of its significance the first time. Maybe the game has a weather system and its winter now, so there are totally different animals and the bare trees reveal hidden caves and shortcuts that were harder to find before.
Etc.
You see stuff like this in a game like Gothic or Ultima. You tend not to in a game like Skyrim. Because why put it there if everybody is skipping it?
If you mean after the last game bosses? I addressed that. If you meant beyond that? It's at the point where it's very useful, but usually you didn't NEED to zip around the world too much unless you ran low on supplies or wanted specific gear, though there's something to be said for the covenants. But despite the game's length and difficulty I imagine you could treasonably travel from one of the game's world to another end in a similar amount of time as it'd take to walk between a city and a somewhat distant cave in Skyrim.Works fine in Fallout 3/NV.
No, it absolutely needs it in the late game. And it was much better when they added more fast travel points.
Yep, there is appeal and then there is awareness. Skyrim had more awareness -- but after the success of Dark Souls, I am sure that Bandai will put more effort into marketing the series. It will be interesting to see how it takes off with Dark Souls 2.
It's surprising to find out that "casual gamers" enjoy good challenge and design when playing games. Regular people enjoy them as much as "hardcore gamers" do. Since they are not enthusiasts, they don't know the specific terms, but they're definitely capable of telling in some form. I think a lot of GAFfers really underestimate regular people.
Ask Bethesda to design better worlds instead of making bumps and turning on SpeedTree.
On that note Fallout 4 really does need to implement cars and/or motorcycles. Just SOMETHING to move faster, that's part of why we'll just jam to fast travel, whereas with a good vehicle we might skip it in less extreme instances just for the fun of driving around the world.Oldschool Final Fantasy games had the best fast travel system with airships.
No, enemies werent the reason it was hard to get up the mountain. It was hard to get up the mountain because its a mountain and they dont have numerous paths that allow you to climb them easily. The bandits have chosen that spot specifically because its hard for someone to reach it.
Also your herb example makes it even worse. What if i didnt make contact with the person who is willing to teach me the spell i need those herbs for yet? Now i have to climb that mountain a third time once i meet that quest giver.
Fast travel...another shitty by-product of the casual gaming era just like regen health.
apparently dude, if we can't appreciate backtracking through the same swamp 5 times then we just can't identify a fun game to save our lives I guess.
Playing Stalker now and holy fuck it is getting tedious. The joy of discovery wears off after you have seen most of everything and have to keep seeing it as you have to run or walk past it over and over. IMO it is necessity as it is still a game. Also, you do not need to use it so I don't see why anyone would want a feature like that cut or half-assed.
Then don't make people climb Shit Mountain? I've climbed mountains in Gothic. It doesn't have to be an awful trip. I mean, you can't even climb in the first place in Skyrim, so that's already one problem solved: there HAS to be paths to walk up, otherwise the mountain would be inaccessible.
And I didn't say the herbs were only available there. That could easily be one of several places to find them. Having several objectives or needs satisfied on a single trip is RPG design 101. Elder Scrolls games themselves do it with Nirnroot, and other plants that you see before you know what their use is. That's just standard.
You sound like somebody who's had some especially bad encounters with nature. Nature is beautiful and distinct at every turn. Bethesda's worlds are covered in automatically generated trees.What is wrong with their worlds? Skyrim is both ascetically beautiful while simultaneously providing a looming sense of tension. And I said this in the op but Bethesda is probably the best at making a player feel like their in nature. In fact I don't think any one else even comes close to nailing that aspect. And something like Fallout 3 goes in the complete opposite direction and made for one of the more interesting settings this gen.
Does fast travel trivialize open world games?
We're not arguing for the removal of fast travel, stop saying that. We're arguing for a different or better implementation of it and better designed game worlds that are more than just pretty to look at.Some of us like the fast travel option. If you dont then there are plenty of games that dont have it. Because you dont like something doesn't mean it should be removed so the rest of us who actually enjoy it will miss out.
What is wrong with their worlds? Skyrim is both ascetically beautiful while simultaneously providing a looming sense of tension. And I said this in the op but Bethesda is probably the best at making a player feel like their in nature. In fact I don't think any one else even comes close to nailing that aspect. And something like Fallout 3 goes in the complete opposite direction and made for one of the more interesting settings this gen.
I'd say go ahead and try it. There are lots of people who love it, and lots of people who don't. Valid criticism and praise on both sides. I got bored with it pretty quickly, but there were still parts of it that were fun. Should be cheaper now too, which makes it less of a "risky investment."Man, this thread has slowly turned into a Skyrim bashing thread. It really has me thinking twice about playing now. I kind of dislike open world games at this point in my life, but I will make exceptions for exceptional games. Sleeping Dogs was great. It didn't overstay it's welcome, but has enough content for the gamer who wants to spend 30+ hours in the games world.
What is wrong with their worlds? Skyrim is both ascetically beautiful while simultaneously providing a looming sense of tension. And I said this in the op but Bethesda is probably the best at making a player feel like their in nature. In fact I don't think any one else even comes close to nailing that aspect. And something like Fallout 3 goes in the complete opposite direction and made for one of the more interesting settings this gen.
I didn't have fun backtracking in Skyrim either, the world felt pretty empty to me, so I stopped playing it. Not even fast travel made it more fun to me. Nobody is arguing in here saying mindless backtracking to the same static locations that never change over and over is buttloads of fun. It sucks.I probably wouldn't play some of the larger open world games if they didn't have fast travel.
I'm no purist. I play games to have fun, not backtrack for hours.
Getting eighty quests that send you scattering around the world for each step is a problem with Skyrim. And for the umpteenth time, there hasn't been a single person, me including, advocating the death of all forms of fast travel. So yes, you could hop a chariot to get to the outskirts of a city, or step into a moongate to move across the world so that quests don't always have to be in your immediate vicinity.
Play Ultima VII. Play Gothic 2. You're not the first person to think games can't do what I describe, but all these problems were solved ages ago, and I haven't said anything that hasn't been done in open world RPGs already.
What you describe sounds dangerously close to the kind of nonsense they get up to in those "role playing games"!
I'm no purist. I play games to have fun, not backtrack for hours.
I don't have infinite gaming time like I did when I was in high school and college. If I have a half hour to play I don't want to spend that time walking. I agree it cheapens the experience but it is a very worthy trade for me.
But Ninja Gaiden Black has an extensive amount of backtracking too...Well, it works for you, and that's fine. I think it's a waste of an open world. Run down the path once games can be great too, but those tend to be a lot better at that than the ES games as well. I'd rather get that kind of gameplay in an exceptional game like Ninja Gaiden Black or something, than struggle with all the downsides an ES game has (bad combat, copy/pastedcontent) for a similarly done once and your done experience.
Yeah, but the optional stuff is still good. I think that aspect of the game is really underrated. It's a fun world to traverse.I remember there being a bit but I didn't hunt for scarabs or whatever. It was mostly optional wasn't it?