Quick travel in RPGs, yay or nay?

SantaC

Member
You know, I like the convenience of teleportation in rpgs. It feels good being able to get anywhere on the map quickly. On the other hand, it kinda breaks some of the immersion. If you are restrained, exploration can get more exciting, but could also be tedious. There is a fine line to walk.

What do you prefer, and give examples of games where teleportation works well, and where it does not work as well.
 
I liked Morrowind's implementation. It was limited to major cities and the travel methods made sense within the games lore. I don't like fast travel anywhere/anytime systems, especially in open world RPGs. I've always been a "it's the journey, not the destination" type of person.
 
I liked Morrowind's implementation. It was limited to major cities and the travel methods made sense within the games lore. I don't like fast travel anywhere/anytime systems, especially in open world RPGs. I've always been a "it's the journey, not the destination" type of person.
This
 
I don't enjoy wasting my time these days so fast travel it is. Explore the first time fast travel every other.

Just played the remake of Nier and you could save a ton of time not having to walk/ride back every other minute needlessly.
 
Just played the remake of Nier and you could save a ton of time not having to walk/ride back every other minute needlessly.
But you would miss the banter between the characters which are sooo good and world not all that big.
 
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Explore first, fast travel back.

I do like how Witcher 3 did it. And didn't let you fast travel EXACTLY where you needed to go. Still had to roam around a bit.
 
I enjoy not using fast travel in the beginning but as the game goes on I want to use instead of constantly going back and forth to same areas. Not having fast travel can be painful. I think it is necessary but I think they could include options to turn it off for people who don't want it.
 
But you would miss the banter between the characters which are soos good and world not all that big.
Yeah Nier's runs aren't so bad, especially with the boar. the only one that irks me is going to the junk yard, climbing up to the bridge every time is a slowed down pain in the arse.
 
I try to not use fast travel when playing an RPG because it breaks my immersion. It does get tedious having to re-tread the same roads sometimes, but discovering hidden secrets in the game world or seeing random events take place dynamically makes it worth it. The only times I might break my rule is when the fast travel is implemented in a way that makes logical sense within the context of the game world such as taking a taxi in GTA or a horse drawn carriage in some medieval setting for example.
 
But you would miss the banter between the characters which are sooo good and world not all that big.
Not that big but annoying enough. I'd skip the banter to save hours of pointless backtracking. Or it could just play regardless until something else voiced comes up.
Yeah Nier's runs aren't so bad, especially with the boar. the only one that irks me is going to the junk yard, climbing up to the bridge every time is a slowed down pain in the arse.
Especially annoying since their is a boat at the bottom just to troll you. In the second half you have to go there, leave, and then go right back needlessly. Then do it again if you want more endings.

If you do sidequests it's even more annoying.
 
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Cyberpunk is the only RPG in recent memory for me where I intentionally never used the fast travel system and it was amazing that way.
 
Not that big but annoying enough. I'd skip the banter to save hours of pointless backtracking. Or it could just play regardless until something else voiced comes up.
For me the world is small enough and character's running speed is fast enough that is none issue for me. Especially compare to recent open world games that are waaay too big and character move slowly even with the horse.
 
If I could avoid fast travel I would because it undoubtably breaks immersion. Spider-Man didn't really need fast travel because it was fun getting from one place to another and there was always something going on to divert your attention away from the final destination. However, I had to use fast travel in Skyrim all the time because it was so vast and once you'd travelled to a place once, there was little incentive to travel that same path again.
 
Fast travel is a detriment because it usually is necessary because the worlds of the games are empty or boring. If a world is dangerous and interesting enough, fast travel is unnecessary. I think FFXI had the best sweet spot on how they handled travel. All fast travel was done within the lore of the world, and made sense from that angle. Having players able to teleport their party to different locations or send them to their home point was pretty awesome.
 
Yays. I like it in Skyrim or Witcher 3 is ok. I'm a fan of the choice. Feel free to not use it. If it's an open world game, you are most likely travelling back and forth between the same places many times and it's very rare that they have new things pop up to make it different. That's hours of time spent on a big game just running.
 
Yay, but only if it isn't to skip past empty useless game space like it is typically used for.
 
Oblivion introducing risk free point and click fast travel at the beginning of the game right as you leave the sewer was a huge mistake imo. I much prefer an organic approach to travel.

But what is an organic approach? I suppose this is debatable and you'll get a different answer depending on who you ask, but for me it's all about using in-game resources to travel in a way that actually makes sense in the context of the game world. Gothic, for example, doesn't have any fast travel system because it's a small enough world to traverse on your own via walking, at your own risk of course. Morrowind, on the other hand, had fairly large map for the time, but coupled with the slow walking speed made travelling around a pain in the ass in the beginning. So we have the Silt Striders - a good way of tying player traversal systems to game lore which gives a much needed sense of immersion and believably to the game world compared to simply clicking an arbitrary dot on a map in the middle of nowhere, while at the same time not diminishing the sense of exploration entirely because the Strider locations are limited to the major cities only. I know there's a ton of people who don't dig the lore explanations for gameplay phenomena in games and just want to play, and I totally get that, but for me I love when devs try and make a believable ecosystem the player has to interact with.

So which method is better? In my view, Morrowind's system is still the best in-terms of balancing convenience for the player and keeping a sense adventure; you're never too far away from a fast travel spot, but it's not the end-all solution either because it only takes you to major hubs. If your game world is small enough you can easily get away with having no fast travel system all, like in the case of Gothic.
 
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Absolutely yay. It just saves so much time. It's one of those quality of life improvements that I find essential in games, especially in RPGs where you're doing a lot of traveling back and forth between areas.
 
I'd prefer it if there was some sort of fast travel network in place, kinda like in Morrowind. I know there's the whole "if you don't like it, don't use it/only fast travel from certain locations" argument, but I don't think it's that simple.

If you can do it anywhere at any time, then devs are likely to design quests and other parts of the game around the use of the mechanic, making the experience boring for those who don't want to use it. Best example are the parts of the main quest in Oblivion where Martin has you run back and forth between Cloud Rule Temple and various locations at the other end of the map over and over again. There is no way quests like that would have made it into the game if unlimited fast travel wasn't a thing.
 
It is a basic necessity for me. I know is not for everyone but traversal gameplay is not always the focus of a game and it turns into a chore. Needing special items for fast travel sucks too.

I like RPG's and enjoy many aspects of them but having to constantly backtrack is a killjoy for me. The same with grinding. It was one of the aspects I didn't like about FF7R (which was just padding).

Witcher 3 is a good middle point (just available at certain spots after you discover them) but I really could do without having to spend 5 minutes running or whatever just to get to the next spot.

I'd be OK if they stop the player from getting an achievement by using fast travel. I like to play many games and having to play something for 40 hours + sometimes is a drag. I end up not finishing the game and it does impact my enjoyment of the game.
 
Just played the remake of Nier and you could save a ton of time not having to walk/ride back every other minute needlessly.
Not implementing fast travel in NieR actually led to more work (well, there is fast travel at some point actually). They want you to do these round trips so you can witness the chatter between the characters. It helps getting you immersed in the world, as they always have something to comment about.
 
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Yay in every open world game. I hate back tracking and I just don't like how games evolved to be as big as possible. The first thing I do is to unlock fast travel or whatever is needed for it.
 
After you have discovered the area it would be nice to have the option.
Games like TW3 or CP2077 do it well I think, where it's restricted from roadsigns to roadsigns.

Bethesda games let you fast travel from anywhere to almost anywhere which sometimes takes away from exploration, but still better than no fast travel at all.

Also, it would be nice if fast travel was...fast.
I'm looking at you RDR2.
 
I'm on team explore then fast travel back. I appreciate the immersion argument, but I'm too immersed in real life to spend long stretches travelling over covered terrain.
 
I'm not 12 years any more with endless time to walk from A to B. Quick travel it is.

Oblivion and Skyrim did it right. Big cities are available from the get go and the rest as soon as you discover it.
 
I very much enjoy exploring and backtracking in a well designed open world,especially if it's a really dynamic one that you don't know what type of sidequests, enemies or combinations of monsters you will meet every time you travel. Or if the gameplay and combat has such depth that leaves a lot of room for experimentation even when you fight the same enemies (like Dragon's Dogma for example).

But i also want some type of fast travel because some times you just don't have the time and you may feel that you have really covered an area and want to progress to
 
I love diegetic fast travel systems that are part of the setting itself and are handed to the player just down the line (hours later) as rewards.

They let you enjoy the sense of immersion on a virtual space, the isolation and danger that may come from certain situations, etc... Only to cut off the boring part later when you are far more experienced and used to travel back and forth.

Good examples are the Ultima Moongate system, the Gothic/Risen 1 rune system, the Lordvessel in Dark Souls and the usual "network of unlocked portals" a lot of action adventures offered for years.

Conversely, I fucking despise the "just fast travel anywhere from everywhere" at will that is often offered as a mere convenience tool.

It kills any sense of scale, danger, immersion.

Immediate convenience above anything else doesn't make for good design.

P.S. Also, the common rebuttal "Just make it an option" is stupid. Options inform design too.
You either model your game around the knowledge that you have not [consistently available] fast travel and put an active effort to keep things interesting or... You just won't care and make a shitty game because you'll be constantly thinking "Yeah, this chunk of the game is boring as fuck, but you know, I did offer to the players the options to skip most of it".
 
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It tends to promote lazy quest and world design so I'm not a big fan. Fast travel options need to be implemented in the lore and should have serious disadvantages. Morrowind, like someone else already mentioned, has fitting fast travel options that either cost money and/or have big limitations while fitting in the lore of the game.

Problem for devs is the more is better view from a lot of players. I prefer a smaller game world with more attention paid to the areas in terms of design or quests. Sadly most gamers rather play 120 hours of repetitive quests in a giant empty world it seems.
 
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I don't need instant travel always, but i hate wasting time traveling when no other activity involved.

As First post said, Explore first, teleport home.
 
Yes because open world RPGs are usually pretty empty outside of set scenes.

Old school RPGs like Baldurs Gate etc were just maps linked by auto travel and I don't see fast travel as much different.
 
I liked Morrowind's implementation. It was limited to major cities and the travel methods made sense within the games lore. I don't like fast travel anywhere/anytime systems, especially in open world RPGs. I've always been a "it's the journey, not the destination" type of person.
Oblivion introducing risk free point and click fast travel at the beginning of the game right as you leave the sewer was a huge mistake imo. I much prefer an organic approach to travel.

But what is an organic approach? I suppose this is debatable and you'll get a different answer depending on who you ask, but for me it's all about using in-game resources to travel in a way that actually makes sense in the context of the game world. Gothic, for example, doesn't have any fast travel system because it's a small enough world to traverse on your own via walking, at your own risk of course. Morrowind, on the other hand, had fairly large map for the time, but coupled with the slow walking speed made travelling around a pain in the ass in the beginning. So we have the Silt Striders - a good way of tying player traversal systems to game lore which gives a much needed sense of immersion and believably to the game world compared to simply clicking an arbitrary dot on a map in the middle of nowhere, while at the same time not diminishing the sense of exploration entirely because the Strider locations are limited to the major cities only. I know there's a ton of people who don't dig the lore explanations for gameplay phenomena in games and just want to play, and I totally get that, but for me I love when devs try and make a believable ecosystem the player has to interact with.

So which method is better? In my view, Morrowind's system is still the best in-terms of balancing convenience for the player and keeping a sense adventure; you're never too far away from a fast travel spot, but it's not the end-all solution either because it only takes you to major hubs. If your game world is small enough you can easily get away with having no fast travel system all, like in the case of Gothic.

Exactly my thoughts. I like fast travel systems that fit canonically within the game's world, still encourage exploration and travel, and don't give you too much power. In Oblivion and Skyrim, being able to open the map and teleport anywhere at anytime always felt like a bit of a cheat and an immersion-breaker to me.
 
In many cases, it depends on the world itself. For example - The Borderlands universe was a great place to spend time + farming items was just plain fun. On the other hand, despite the huge interest in the world in The Witcher 3 - I preferred to use the fast travel option.
 
It really depends on whether I'm enjoying the environment. For example, in my first playthrough of Horizon, I didn't use fast travel at all, because I enjoyed walking through the environments so much. I used fast travel on subsequent playthroughs, but not on the first. It made for a more immersive experience. In other games, though, where it feels like a slog to get from place to place, then I'm happy to fast travel.
 
I like to fast travel if it takes a super long time to get there/come back from.

Morrowind probably has the best type of one, though.
 
Kingdom Come system was well done, basically:
  • It's not instant fast travel (i.e. no "teleportation")
  • You see your character icon traversing the map (by foot slower, by horse faster)
  • You can be ambushed while fast traveling
  • Your hunger and energy meter deplete while fast traveling too
  • It's usually slower than manually travelling to the location you want
Since Kingdom Come has timed quests, you may want to avoid fast travel in some situations.

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Your description reminds me of the overworld travel in Fallout 1 & 2, barring the last point.
 
i like fast travel when it is limited to major areas. I also like when there is a form of cost to it. its kind of cool when you have to go find a wagon or ship to travel too, instead of open map and press A
 
Depends on the type of RPG. Games like Fallout, Elder Scrolls, Kingdom of Amalir - yes please. Don't make me traverse that world just to get somewhere if I've already been there.

Other games like Final Famtasy, Dragon Wueat, I don't mind it so much. Usually gotta grind experience anyway so the treks pay off.
 
I'm constantly impressed by the scale and detail of modern games,so I like to go back and forth a lot in them....it kind of never gets old to me.I'm not against fast travel and do use it sometimes,but if the game world is well designed and enjoyable to look at I've no issues running around in it.
 
Fast travel and as quickly as possible.
In spider man MM its brilliant to just jump between locations, same with Demons SOULS.

I don't have time to soak it all in.

Having the option is also nice, sometimes when feeling like a chill session ill take the long road.
 
Your description reminds me of the overworld travel in Fallout 1 & 2, barring the last point.
Well, because it's the exact same concept. Used in countless other RPGs of that kind, too.
Darklands and Realms of Arkania come to mind.

Anyway, to reiterate the point I made the in previous reply, the bottom line is that your big open world will NEED to have some fast travel, but the experienced designer with a clear goal in mind will design most of the game to work (and pace well) without it, only to offer it anyway as a late-game convienience.
The modern "triple A" designers that need to satisfy an audience of clueless wankers, on the other hand, will give you unlimited unrestrained fast travel from the start, "because it's convenient", ignoring how that will kill most of their own world building.
 
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I hate fast travel cause i made the world map useless, I mean what is the point of having a huge map if the distances are nullified by fast travel?

Quest giver: I need someone to bring this item to this remote location, I'm too old for such travel"

Player: "fast travel there you dumb, I'll do it in 5 seconds"
 
I hate fast travel cause i made the world map useless, I mean what is the point of having a huge map if the distances are nullified by fast travel?

Quest giver: I need someone to bring this item to this remote location, I'm too old for such travel"

Player: "fast travel there you dumb, I'll do it in 5 seconds"
Also, when fast travel is available from the start and accessible without restriction, how are you supposed to take seriously "entering a dangerous area"?

In the original Dark Souls the first descent into Blight Town (just to name a memorable moment among many) worked precisely because at the time you had absolutely no option to warp out of there. You were slowly entering into the heart of the hostile territory and your only option was "to move forwards until your enemies where destroyed".
If the Lordvessel was in your hands from the get go, that moment wouldn't be anywhere near as impactful.

Another good example from a recent game is Conan Exiles (if played as a single player game): fast travel there is a end-game kind of commodity, and even then it comes with a set of restrictions. That means that when you decide to travel toward "the other side of the world map" you better be committed in your effort and go prepared.
 
I dont mind fast travel if its:

spells since its dependant on your character/mana
items since they re one time use
vehicles that speed up the players rate of travel
stores as it costs gold

I don't like when instant travel is handled just because youve discovered a new area and theres an "instant travel" sign post for the new area. this type of instant travel breaks the immersion and gameplay imo.
 
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