Elden Ring is a great example where traversing the game world on foot/horse is about 1000 times more fun and exciting than when you have unlocked a site of grace and can just fast travel there. And even though it’s my all-time #2 I think the game is too big, you really can’t travel manually all the time. And the high difficulty means that once you unlock the fast-travel point you often sigh from relief knowing you won’t have to do that again.
Is that great game design? I don’t know, personally I don’t think so, it’s just how modern games are built now. It annoys me.
Tbh, I would never design a game that helps the gamer skip a section I might’ve spent thousands of hours creating after they’ve just gone through it once to unlock a fast-travel point. Seems absurd.
And the best times for me in any open world game with some exploration is when I can’t fast travel and has to pick a direction into the unknown and search for something cool, that’s where the magic is for me.
Once I can fast travel it often becomes a zapp away to point A to B to A to C to A game.
Goes for Zelda BOTW as well as Elden Ring and Skyrim and Starfield and Oblivion and No Man’s Sky etc etc. These are games I genuinely love but aren’t afraid to say I wish would’ve in some ways been different.
Does that make sense? Maybe not, it’s time for bed now so maybe my mind is a bit fuzzy.
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