Hawks Eclipse
Member
I'll have to check out RoA footage on YouTube, have heard the name before but never witnessed how it played. First two Fallouts were the main CRPGs that I actually played to completion when younger.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.
Good points. I'd have to think about it more but fast travel as a lategame QOL mechanic does jive well with me in games where the world is really big.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.
While I agree with the bolded, I'd assume in some cases it's a reluctant implementation. Not everyone has the ability to march to their own drum like FromSoftware/Miyazaki's design philosophy of "You will experience this as I intended.".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.
Not completely related but I came across a Reddit comment weeks ago from someone who claimed to have done QA for Shadow of War IIRC. Gist was the devs didn't want to put MTX in the game but Warner wanted it, so the devs tried to minimize its impact as much as possible. If I manage to dig it up I'll edit it in later in and tag you or something. It's from an r/games thread talking about the Nemesis System, probably the Mark Brown video.
Edit: Found it faster than I thought it'd take
Last edited: