100% agree, lots of open world games these days make the only reason to explore so that you can find the fast travel beacon so you never have to explore the “open world” again.
It hides shitty and half assed world building though so I guess devs got that going for them.
I think it is more of a gameplay issue than a world building issue.
Fast travel solves a problem the developers create, needing to be in specific locations regularly to accomplish specific tasks. If you don’t need to be anywhere in particular to offload collected items or to craft stuff, or return to someone to turn in quests to level, then you can just spend the time exploring at whatever pace you want.
Game design that makes repetitive travel necessary is when fast travel becomes necessary to avoid tedium.
100% agree, lots of open world games these days make the only reason to explore so that you can find the fast travel beacon so you never have to explore the “open world” again.
It hides shitty and half assed world building though so I guess devs got that going for them.
I think it is more of a gameplay issue than a world building issue.
Fast travel solves a problem the developers create, needing to be in specific locations regularly to accomplish specific tasks. If you don’t need to be anywhere in particular to offload collected items or to craft stuff, or return to someone to turn in quests to level, then you can just spend the time exploring at whatever pace you want.
Game design that makes repetitive travel necessary is when fast travel becomes necessary to avoid tedium.