Did you play FFXI in its heyday? There was a whole player economy built around travel.
You could either:
- Take airships/boats
- They ran constantly on a real time schedule so you had to catch it on time and the ship traveled in real time. There were even RNG events that would happen on the boats with hidden 'notorious monsters' and encounters (like ghost pirates).
- Teleport to Outposts
- You had to have visited and completed a mini quest to be able to do this, while your nation controlled the area. Areas could only be controlled if there was a concentrated effort by players to "own" the area by various methods or just by people from your nation gaining a lot of XP in that particular area. This made it very rare to have the outpost teleport for the areas bordering other nations, for instance.
- Teleport spells
- These had a whole economy built around them, where people would level the jobs and then sit in towns waiting for people to request a spell (kinda like portals in WoW) for in-game currency.
- Black Mages could cast "Warp" and "Warp II". Warp was a mid level spell that would let you instantly return to your home point (you select it by touching crystals located around the world, and can only have 1 home point at any given time). Warp II would let you cast the spell on others. Many players would level black mage just for the first spell to go back to their homepoint for free
- It's worth noting that in other games, players would just suicide to go to their home point, but when you died in FFXI you lose a hefty amount of xp and can actually level down, eating hours of progress in just a handful of deaths. Some players did keep level 1 jobs just for dying and home pointing with them.
- White Mages could cast Teleport to any of the teleport spires they had already visited AND leveled up enough for AND bought the (somewhat rare at the time) scrolls to learn the spells. There were 5 or 6, I think. From there, at each spire (and at every nation and various other locations) you had an NPC that provided...
- Chocobo riding
- Bought from NPCs for certain amount of gil (gold). You could ride for a long time limit (50 mins I think?) but once you got off, the Chocobo was gone. While you were mounted, you couldn't be targeted or attacked, but if you stood near AoE attacks, you could get hit and knocked off your chocobo, making you lose it. They also could not enter caves or areas that weren't considered "overworld".
- Job skills
- Some players would level jobs like Bard or Thief just for the skills/spells that would allow them to run faster. In addition to travel, it also helped them 'claim' superbosses and other monsters that had valuable drops.
The crux of why these worked was because the world of FFXI was
extremely dangerous. As I mentioned above, you could lose XP and level down from dying, and monsters even 20~ levels below you could kill you if you ran into too many or were unprepared for the mechanics. Not to mention that monsters never lost agro at that point in the game, so they would literally chase you across the map until you died.
All in all, it combined for just a super satisfying system that the danger made each of the options something to consider to even GET TO the place that you wanted to play that night. I think Dragon's Dogma's world, while not nearly as dangerous as FFXI, does enough right that it will make the travel worthwhile, for similar reasons.
Damn that ended up being much longer than I was planning. I fucking miss peak FFXI so much...