I remember the initial release of Sonic Frontiers didn't have fast travel either. It got brought up on Twitter and someone at Sega replied with something like "it's an open world and you're Sonic the Hedgehog. You ARE the fast travel." 😂 Imo, It felt so awesome to zoom freely.
Frontiers had its flaws but it was the biggest step in the right direction Sega made for Sonic in a LONG time. The next game should really JUST be the big map with better balancing and more stuff to do in the map.
The key is the experience of adventuring needs to be engaging and exciting. If you’re walking around and it feels empty or it gets repetitive then it will lose its luster.
Except 99.99999% of the successful survival games maps are not that large and you can run from one side to the other in at most 30 minutes. I love traversal taking time, but I wonder if this is too extreme.
@@Ecksplisit "The most highly praised survival game" is not Valheim (even though it's one of my favourites). And as someone who has over 600 hours on it, I can guarantee you it's not even CLOSE to what Ashes aims to do in term of game world size and travel methods. Also 1. Valheim has fast travel. And while you can't bring certain materials, you can still do 1 or 2 trips and get enough ore to last a long while. All the other situations (like bossing or gathering materials that can be taken into the portal) will be vastly sped up by fast traveling. 2. Valheim isn't an MMO, so you won't go to the same places repeatedly forever (which is something you do in MMOs). I.E you get enough silver, you progress past the mountain biome for the most part. 3. Most people don't play Valheim for the same length as they'd play an MMO. Over time, "long travels" will wear off people's patience.
Limitations can produce new experience. I remember playing Skyrim with fast travel disabled and exposure to elements enabled. It felt just like this: I have several reasons to go to another city, so I'm leaving for it and try not to freeze to death. Feels like an impactful journey.
Yeah it should be about the journey not the destination, the mundane parts should fun and gameplay filled, it works so well in games like dying light, Minecraft, and lethal company
@@Cheesepuff8 I mean, I love exploration in MC, especially modded where you have NO idea what kinda structures exist. But it also has plenty of fast travel, because the first time is great, the 10th time it is obnoxious.
That's why you join guilds and look for static parties. I don't mind a little fast travel in my game, like FFXI had outpost teleports you had to collect and could use, but starting off, if you wanted to get to Valkurm Dunes from Windhurst, you had to take a ten minute ship ride and risk getting attacked by a kraken if someone fished it up, and God forbid you forget to soulbind once you get there if because dying in an xp party with noobs was inevitable in the Dunes in those early days, and you can't even rent a chocobo by this point, you're probably getting kicked from the party unless they know you, or your the healer or tank.
Yeah, that's the hard part. If the map is huge, it will be a particular challenge to make travelling back and forth through it interesting. That's a lot of space to fill.
"Why are you going to that location" is a good way of putting it. If there was no method of teleportation in Runescape it would be a miserable experience, because the game sends you all across the world all the time for little things (clue scrolls, slayer tasks, farm runs, etc.) Instead you unlock these movement options and it feels really good, but it DOES transform the game into leaning into that mobility as an assumed state and/or a reward. AoC it sounds like leans heavily into the "this is YOUR home, and you leave your home to adventure but come back after." Which in turn means it rewards placement of your home base, defense of it, and consideration for how easy or hard it is to get to high value areas. Both perfectly valid design modes, but both have some mutual exclusions and lean into very different styles of gameplay that some players will prefer and others will hate.
Yeah, the theory the idea is: - You and your buddies hear about dungeon 2-3 hours away, - You decide to go there and do some farming, but in order to make it worthwhile you all decide hey how about we spend a few days there doing some farming getting more materials/hunting for that rare drop whatever it is. -Oh one of your guild/teams members has a friend whos part of a crafting guild there is x tree or ores or something lets team up with them and make it an expedition, - Maybe you and the gather guild split the costs to hire a merc guild/group to protect you all or they're your friends and they'll help you out if you help them out with another task they want to undertake ^perfect world this is what they are wanting to foster, which is kinda how games like EVE would play out if that happens or not? who knows haha but we can have a collective dream yea?
Unironically good advice though. Makes work more fun and "addicting" (in a good way) and makes games a bit less dopaminergic/addicting (in the bad way).
@@crashzone6600 Yeah it sounds like there is limited space for trade/craft goods on a player(Like logs iron etc), if you need to move it between nodes/citys etc you'll need a caravan. They did say there'd be banks but it sounds as if they'll be pretty well node or region locked so even if you can put stuff away you cant pull it out half the world away. Well thats the design brief how that plays out in the end who knows.
Are you seriously going to say that? Why won't her trumpers leave her the h*ll alone she doesn't look like a horse wtf leave politics at the door Thor would be so mad if he saw this better hope he doesn't see this or Thor would ban you
New World tried this at launch. It is an interesting system to try to build player engagement with traveling in game. The biggest thing is that traveling needs to be a reward and not a chore. If getting from fun place to fun place is just annoyance and pain people will put the game down rather quickly. Putting in things like caravans that players can join to afk travel from one location to another in relative safety would be a nice middle ground addition.
This is a big reason I love valheim. While there are portals, you have to travel normally to set up a portal. And the critically important resources cannot be moved through portals.
Which is honestly just dumb because the vanilla way to get around that is: 1. Load up on resources that can’t be taken into a portal. 2. Log out to main menu and join character to different world. 3. Drop non portal items in a chest on that second world. Return to main world 4. Go through portal. 5. Log out and go back to second world, retrieve non portal items. Log out and go back to first world. 6. Finally continue after a ridiculously annoying waste of time.
@@pcdeltalink036 Because God forbid you have to actually travel back and forth like intended. Regards to #6. Games themselves are a waste of time so if you feel that way then stop playing and find something better. Valheim is an awesome game. Nothing wrong with any part of the game play. There's no special prize for getting things done as quick as possible. Games are suppose to be a way to forget/escape reality yet so many people treat games like it's a job and are usually unhappy with practically everything yet still play.
@@Apexgaming2468 Dumb take. Games are only a waste of time if you think all time has to be spent productively to not be a waste. Entertainment is valuable time, and not everybody enjoys it the same way or even has the time to do it the way it's "intended". To say there is nothing wrong with the game play at all is kind of laughable too. Even my favourite games I'm sure I could find something about the game play that can be improved, you don't need to dick ride devs that hard. And you realise you can like different parts of a game right? Maybe they want to keep playing because they like a different aspect of the game, why should they stop? Answer: they shouldn't. The devs did the right thing, they seen a lot of people love their game but don't want to engage in some of the things that are more tedious like constantly sailing resources around the map so they gave us the choice of changing that.
My husband does this thing in his fav games, that he calls "Immersion walk through" Let's say, he plays Witcher 3. His mods (aside of the sexy Gwent) are realistic weather, realistic time pass, no map etc. He would walk/ride everywhere as you would on a actual horse. No galloping, just traveling. Sleeping at night, traveling at day... He played this game, and others multiple times, using this "Immersion" system. He just be chilling and appriciating the game. I'm so glad I got him back into gaming ♥️
@@kaworob I played Fallout 4 like this. I couldn’t decide which faction to go with, so I spent a bunch of time building encampments. Sleeping at night, unless I needed to travel at night, carrying food and water to camp. It was so immersive. I fell in love with the rainy days.
I appreciate this. There is a kind of entitlement in saying "I paid for this game, so it should do what I want." That takes away from the mystique -- adventures are sometimes long, dangerous, and have to be planned out.
There is a game I love called Outward that is like that. There is only 1 town in each area that is safe. Everywhere else is not safe unless you have made preparations to stay out there longer. You had to worry about food, water, getting ambushed while you were sleeping, and repairing your gear. Overall it was not a hard game but I really loved that aspect of it.
Yes The difference is that Outward is a single player game and this is an MMO A single player game is not dependent on a large number of players sticking with it to survive An MMO is An MMO with the same cult classic status as a game like Outward will not survive
@@toxicbust572 Each to their own, but I found Outward to be a severe chore. Although to be fair, most of that was the janky combat and the general game design less the process of making your way around the world.
Or carts! I know almost nothing about this game but the shorts mentions some stuff that is reminiscent of Wurm Online to me, and I remember getting all of my stuff on cart there to go make a village
@@Nvrmr_ They have carts :) You can make a caravan. Load resources into crates and load the crates on the caravan. It's awesome. I LOVE wurm. I wish I had that game with update graphics and combat.
Number one reason my first action in Skyrim or fallout is console commanding about 10k carry weight on my character. There is nothing immersive to me about filling up, leaving area, traveling to base, dropping stuff, and traveling back. It’s multiple loading screens and a chance to crash at each and every one.
As a long-time FFXI player who stopped playing back during CoP, this short speaks to me. Part of the original magic of FFXI for me was the feeling of accomplishment and investment that the duration and danger of travel brought to that game.
Playing Skyrim with fast travel was fun when I was a kid and didn't care. Playing Skyrim older now without fast travel at all makes me appreciate the game so much more. Traveling by horse between Whiterun and Solitude and staying at the inn overnight in Rorikstead along the way is like he says, an adventure. The game is so much better without fast travel.
From what i remember. It will have fast travel but that depends on the type of city. There is military/ scitific and a few other options. One of them will have a portal to teleport to allies or something along the lines.
Your group finally gets to the dungeon and something happens IRL for 2 of them to have to leave, then the rest can't do the dungeon with the smaller group. I can find reasons for having faster forms of travel, and they're reasonable. Just make the faster travel resource intensive so that you're not gatekeeping groups of people who have short bursts of free time.
Every medieval fantasy game should gave a Gate/Portal spell. I don't care if it's 7 days cooldown, if it requires materials for every person who goes through, if it gives me some fatigue/sickness, if it requires 10 people channeling it for an hour or whatever other costs or drawbacks. The ability to teleport an army is epic! Especially if you can set a destination point yourself in advance. Again, no matter the time and cost of setting it. Wormhol'ing an army should feel like an adventure, too.
If it is locked behind a specific skillset but open to all characters. Like an artisan skill that you specialise in but require others to mastercraft things with their skilltrees it would be cool. Like a mage that can teleport every hour or so, but he needs to rely on others ro fix his equipment or to craft consumables. Specialisation in MMOs is always cool. Especially if it's so time intensive that a majority of the playerbase can't just alt-character cheese.
That's awesome for the people who are able to commit that time. I'm past that era of my life, but I'm glad these experiences are available for those who have the time to consume them.
Agreed, we need more games like this - too many quick trip, lobby based 30 minute whatevers for the busy crowd. Not enough just lose yourself multiplayer timesinks.
@@Derzull2468I get up at 4am to go to work, and get home at 3pm. I go to the gym because I'm old enough that I'll get fat if I don't, and then I cook dinner when I get back. By the time that's over it's about 6pm and I go to bed at 8:30 so I don't sleep through my alarm. I spend some time hanging out with my roommate and playing with my cat, maybe do some video games or read a book before bed. And all of that assumes I don't have any errands to run that day, which definitely isn't common. Dedicating several hours at a time gets harder as you get older.
@@Derzull2468 even if you have 2-3h of time every day, do you want to spend that time to travel the same road for half of that time every day, most likely more than once? Sure in the beginning it's fun, but after 10th 15th 20th run, you just want to get there. Thor compared it to DnD but that's wrong. A DM will never make the same road twice, unless he wants to skip through it. A game can't do that. Even in Skyrim, where I loved to just stroll through the map, after 100s of hours, you just know the spots and it's less interesting. Plus I actively decided to do that and not get to a specific point/place. If there is a dungeon you want to farm, it's really annoying to constantly make long travels. People will either set up groups that just carry loot from one place to another or bot it. Both things don't sound very fun in a long run.
The LOTR TTRPG has some great mechanics surrounding travel - focus on supplies, levels of rest, safe places to camp, etc. It really makes the world feel more alive.
@@jmann3598That wasn't his point, the point is in this game you're forced to actually do the traveling part where there are likely long stretches of nothing during it. In an actual D&D campaign around traveling, you would skip to encounters along the road, where things are actually happening. And unless this game has Dragons Dogma 2 frequencies of road encounters - which does get tedious, but mostly for how samey they become - there will be a lot of "nothing" time. It'd be more like 90% of the time spent with a DM staring blankly.
@@quickdraw6893 I know I'm in a minority here, but I'm sort of intrigued by this. General open world games will shove encounters and interactables and action literally every 3 seconds, and it gets super strange and weird especially in the long run. I like being able to just walk and take in the scenery, and just chill for a bit. Then there's Death Stranding, which is filled with a whole load of nothing, but implements gameplay loop into a literal walking, which is very clever.
This is actually what got me so sucked into Fallout 4. My dad convinced me to try it again on survival mode and it was exactly as you said. I was going to x location for y reason and I needed ABC and D to survive there and back. Made sure my base was set up and defensive and set off on my journey
First time i played oblivion, i was a few hours in before my friends informed me of the existence of fast travel. I've been disappointed ever since. Reading road signs and wondering what this 'cheydinhal' at the end of my journey would be like was simply amazing
Dude I love stuff like this. Last Oasis had that magic for a bit. It was super cool looking back and seeing your entire clan rolling over the horizon heading for new land.
Traveling is part of an adventure. I think too often we focus on activities at a destination and that results in disconnected experiences linked by loading screens. Travel makes a game feel like a place, but travel needs risk and danger to be interesting or it risks feelings like a slog. It’s a tight-wire walk to pull it off right, and I’m excited because it’s looking like AoC is balancing quite well.
Assuming this is a fantasy setting and they don’t already have this, I’d be surprised if they didn’t add some sort of air travel, like taming pegasi or griffins or something
I think that would actually feel slower. On the ground you're interacting with the world while travelling. If you can just fly over it without interactions, it'll feel a lot longer, even if you're there in a third of the time.
@@justinsimanjuntak2460 5 mayor's of metros, 5 Monarchs of castles, and a few temporary legendary dragons you can raise to use for about a month. Will be between 10-20 people with flyers per server.
If a server ends up having 2 scientific metros, of the 5 possible metros per server, if they aren't at war with each other, the mayor's of both can agree to have an airship travel between them. Personal ownership of flyers will be extremely limited, though gliding mounts will be a thing.
personally I think they should add ships as they open up the map. NOT as fast travel but as a semi-limited way of moving across the map slightly faster than on a horse or wagon. It makes perfect sense to add ships to this to let you travel the rivers and lakes as well as the coastline. Plus they could add some enemies in those areas and other players could blockade those rivers and lakes and demand tolls or the like!
Oh yeah. This is the game for me. Im boutta document every single inch of this game's lore, npc interactions, ruins, kingdoms, history... Im gonna do SO MUCH
same for me working fulltime and having limited free time wanting to have fun and dive into a fantasy world i dont want to 1 day log in travel 3 hours to some dungeon logout and come back the next day to actually play the dungeon ? If you are a streamer playing 15 hours a day hours of walking isnt anything i mean u get paid but if its your freetime and its limited and u want to have fun traveling to the dungeon every few days the same way for the 100 time i dont think thats fun in any way
Yeah. To each their own, of course, but this will boom the first week and then be played by 1k people all around the world, if anything, and if it even gets released.
I dont know why this comment section is praising this idea. It sounds great if the map is filled out, and from what I've seen, the map isn't filled out with tons of things to do.
@@dhay3982which it won't have. Because this not even the case in way smaller games, so hoping that it will be the case in this huge game is copium like with every EOS WoW killer that got announced in the last 15 years. And no, just having lots and lots of procedural stuff won't work either unless killing stuff is your Game play loop.
And even if there is fun stuff to do in between them, it's not going to be fun when you've done it 100 times already. Instead it's just going to be another PITA unnecessary limitation to keep you from doing the stuff you want to do.
Thats how I felt with Skyrim, especially early on when you're wandering everywhere. Seeing the beautiful landscape, and stars in the night sky, perfect music. And then you unlocked the ability to fast travel, and that made the game more bearable for time sake but you miss out on some of those smaller things.
Dark age of camelot from 2001. I lived on that game for years, but the one horse that went from the bottom of the map to the top took about 25 mins. That's when you ate, went to the bathroom, planned with your group where to meet and what you were going to do. Those days were great. And not just because the game was great but because you forged friendships with people.
@@ficklepickle6290 I never played EQ, that was during my UO era, but I used to go to my buddy John’s house every day after school and watch him play EQ and it always seemed SO badass to me.
So, it’s a game where getting there is half the fun? Sounds nice. As long as the world doesn’t feel empty, that sounds wonderful. Fast travel has always seemed like a crutch for bad game design, rather than actually improving a game. I remember running from town to town in Morrowind and really enjoying the journeys.
I agree, fast travel imo ruins part of the feel in Oblivion and makes it feel much smaller. The only 2 times I've felt that fast travel (the click a place then loading screen kind) was better for the game is Daggerfall, and space travel games
I've never been able to formulate this into words beyond "I do it because I'm having fun" when people bash me for not using fast travel in some games. Thanks for putting it into words!❤
The map IS going to get bigger..we currently have 5 nodes, and it already is a massive map. The plan is to spread 85 nodes across 2-3 continents, so it might actually take you an entire day to cross a continent. BUT something which isn't mentioned here, is that there will be limited fast travel. If I recall correctly, high level scientific nodes will be able to create portals which link to other high level scientific nodes.
@@tortiboy142 not to mention you shouldn't be constantly traveling clear across the map just to do stuff. There will be plenty reason for people to play around their zones.
Eventually the gimmick of the traveling will hurt the game. But it works for an early jumpin and your first experiences. Especially if things are like far away if you are spending more time traveling too something than actually doing things you are there for and doing that same track again. It definitely can hurt it
This sounds cool the way he says it, and with his skill level I'm sure he only does each dungeon once. I suck. So completing that dungeon is going to require daily trips for a week or so. That travel no matter how interesting is going to feel like a commute down the 401 by the end of the week. And god forbid the next challenge is just one exit farther down the same road.
@terravarious it's also like people can forget shit and have to go all the way back. Yeah it creates some experiences but there's a reason a lot of games have made these kinds of QOL changes over the years. And unless they get really creative with how the map goes, the journeys would just start to get repetitive too
@@poekpally yah it's relying on you having a group that wants to commit to a long travel too which well isn't always going to happen. Game will be VERY cliquey and full of min maxers trying to reap the best rewards they can
I like the idea of the travel basis, if the reward is guaranteed so actually putting in the time and stuff feels worth it, and obviously interaction with other players will be way higher
Counter point. I grew up and don't have 3 hours to play in long session anymore. Hell I barely get 2 hours to myself a day now with job + travel time and 6 hours of sleep
Counter point. then don't play it, not everything needs to be made for u. Some people want a game like this, if u don't that's fine, go play something else.
@@EspirituOtakucounter point, that's exactly OP's point, they never said it's for everyone, YOU LOT are the ones telling people to "piss off and play other games then" when people here are just pointing out the fundamental issue of forcing a certain gameplay in a massive world that has a inherent double aged sword
Counter point, you not being able to get 3 hours for a hobby is on you and your time management, life choices. No need for games to be trivialized and cut down just because of you.
The problem still is, in my opinion, it still consumes to much time. When it’s my day off, I don’t want to spend so much time just traveling to get to content. I think that will be a pretty large barrier to entry for a lot of players.
Then perhaps this isn't the game for you. This appears to be a game about the journey. It might take 3 hours to get to the dungeon, complete it, and get the resources back, but that is a "session". This doesn't appear to be a casual "do an hour" thing.
I think his point was that you don't waste time to get to content, you have content on your way to your destination and you also get to enjoy that. This is also a social MMO, so probably not the best kind of game to play for just an hour.
Games like DayZ and Rust give me similar energy but in a much weaker dosage. New World also felt that way. I got 12 hours at best on a day off, I'm not spending half of that time walking.
I remember playing morrowind at 10 years old. Closed the world map on the menu screen by mistake when i first loaded in. Didn't realise it was there for months of playing. I haven't been so immersed in a game since. Had to use signposts in game and discovered so much random stuff
@@antonin2478Depends. I've been playing the Dark Souls franchise for years and it doesn't get old. The journey is a valid gameplay loop. Being able to get back to the fog wall with all your estus is a fun gameplay loop. It can be frustrating but getting good at it, and finding a route/strategy to consistently pull it off is great. The run needs to be engaging, which is hard for larger scopes, but for the antfarm titles it can be a fun deathstar run experience.
I played Genshin for about a month. One of the last things I did was venture south with no idea what I’d find. It was a high level area to me, and it was hard getting over the mountain. I found challenges along the way, and really made it an adventure fighting mini bosses, finding puzzles, getting into skirmishes, and hiking very rough terrain getting lost along the way. Eventually getting to the plains beyond the mountain, discovering a new area based around a new element, progressing the game, it was super fun. And I hope I never forget the grand reveal of Liyue. Because I had no idea it was there, it was definitely a moment of “Damn, I almost forgot how fucking pretty this game is.” One of the most fun things I’ve ever done in a video game. That also happened to take about 3 hours.
I mean, this kind of just sounds like an Elite Dangerous version of an MMORPG. They've brought the concept of dangerous space exploration where you CAN leave your home systems that you've set up in and go far away for POTENTIAL riches, but there's also a good deal of risk involved... but not TOO much risk. Sounds fun. Now it'll all come down to the actual game engine/gameplay/aesthetics.
Love me some Elite Dangerous. I've been years in the Black. The thrill of knowing there's nobody nearby to help you if things go wrong, that any oversight or error can be the end of you. It's amazing.
@@brianmorgan7703 Interesting! I'm too scared of the Black. I nearly flew into a purple star the other day trying to fuel scoop before I remembered that they aren't fuel stars. xD Came out of hyperspace with my temps in the 80's. Got up to 104 before I managed to jump out.
Tbh the only way an open world game can still be good and not have fast travel, is if the world is very small. Having a GIANT open world and no fast travel severely limits your players wanting to explore. Hell, even the dragons dogma system is better than this. Also it literally rules out half of the gamers who want to play a game in a limited amount of free time.
This gives me some strong Valheim vibes, especially earlier versions, where you couldn't fast travel via teleport when you had metal ores in you, so you either had to travel back to the base via your boat, or carry it all on a wagon that you have to pull by yourself. Sometimes it made me think about how would I carry all of this stuff via hills. Had to think outside the box. Fun times. I miss that game. I gotta go back to it someday.
You still cant teleport with metal ores tho. But yeah, i also still love Valheim, even when just chilling for a short time, relaxing with the ambience.
@@ItsMyMedicinee Yeah, i tried to build bridges. Sadly there is a fixed world heigh/dirt build heigt, as such partly was underwater, wood structures on top also didnt help. I only finished 1 inbetween 2 islands, took me 3 (real days). That was stupied of me, i didnt know there were faster boats (and with store capacity) than the basic log float.
I set up challenges like that in games that COULD, but don’t lol. I’ve been making my own side quests up for so long, it’s very refreshing to see someone thinking this way.
Some things to consider: - a friend is late for a session. Now they can't join because everyone had to set off to stay on the quite hefty schedule. There's not really a way to solve this without fast travel, but it can have some limitations like "character only" or "character and the clothes on their back only". Maybe some sort of easily movable beacon for them to spawn at. - you get there. You get the loot. Now, how do you get it back? The solution (unless it's just infinite carrying in some form) needs to be scalable enough to more than accommodate all the loot, and the loot needs to be predictable enough that you can reasonably expect to stay within carrying capacity, unless it is easily scalable on site.
for me there isn't an easy solution for 1 that isn't easily exploitable. the best I can think is you can carry a TP beacon that you can teleport to, and your friends can carry it. but again, it would take away some of the charm of the game. for the second, let people craft wagons or take pack horses.
there are games you can dip in and out of, what's wrong with also having games that you need to coordinate with your team and commit to a set time and plan? both options need to exist. all games can't be catered to casuals with family and commitments, nor should they be
@@frycook6396Yes, only make games so it can be played by the most people and make the most money possible. This surely hasn’t ever had any effects on the quality of games or the average player mindset, nor ever will.
I don't think the orginal chatter meant fast travel. They meant faster modes of travel. As in faster mounts. Also he's totally describing it like Log Horizon lol.
I'll never forget how much more fun Morrowind felt playing it as a kid when compared to later ES games... And the main thing I think was that there was no fast travel to most places, and no quest markers. You actually had to get directions off of people, travel there on foot, and find the dungeon using landmarks. Felt so much more like an adventure
I would argue against your point of not having fast travel. Some people don't have the time to spend like 3 hours to do all that they want or need to do in a probably 1 hour session. This is where fast travel would be nice to have or faster speeds on cart. Obviously fast travel shouldn't be liberaly placed but it should be placed where it takes half the time to get to the destination.
@@njay1993 Its not gonna be for a lot of people then. Even I know a lot of people and hang with a lot of people that do longish gaming sessions but 3 hours for one thing is always going to be a commitment. DnD literally has the ongoing joke of groups never being able to actually get together because something comes up and its a big time commitment. This is literally the same thing here
Fast travel killed the community in WoW an it's sad most people don't realize this. Setting up groups and actually exploring the zone was destroyed. Now it's all click 2 buttons an join a dungeon never learning the world an sitting afk in the main city hub for the expac.
While I love the immersion of this, it pretty much makes this game unplayable for me. At 30 years old, it's rare that I have 3 consecutive hours of free time to spend on video games, and when I do, I almost certainly have other things that I need to use that time for.
@@Gunther69420 yeah because they drop you to dungeon and then place you where you were before you entered dungeon... like rift or wow. in rift while you are doing quest to defeat bandits, suddenly you are required to accept teleport to dungeon that you started to look for. where is this dungeon in normal world? who cares, there is big bad enemy thats size of a mountain thats going to destroy the world or something, kill it. you finish the dungeon aaand dungeon restarts from the start. then when you leave, you are now dealing with bandits that are barely even a threat to local village.
I have played the last 2 weekends( going on my third) and this is the exact experience I have felt. It motivated me to group and actively speak to others and communicate. Very good experience.
Reasons like this are why I loved tibia back in the day. It was dangerous and you could lose your gear and any items you were carrying just walking from one town to another. It was so exciting and so many funny moments ensued
and looking at Minecraft it was the new sights the strange vistas and stuff that made it feel like you were an explorer and less needing thing a for game mechanic b. GW2 sorta does this with their map points - it forces you to explore and appreciate the world you're in and you get invested
Part of why I will always love the first half of Dark Souls. Makes you really think about where you’re going because you know you’re going to have to run back. Feeling all the way out on the edge of the unknown, knowing you will have to make your way back, is the adventure.
The key to Tolkien's Hobbit and LotR was that he really dragged out travel. If just getting there is that hard, then the deed itself is elevated that much more.
This is exactly what i loved about Dragon's Dogma when i first played in 2014. That, and the way they spoke in the game. Created such a nice atmosphere.
I've always hated games with no fast travel system. However, you have a valid point, and it was well made. I never looked at it from that perspective. Sure, I've considered games like Skrim that do have fast travel, but there's so much to discover on the map that you're doing yourself a serious disservice if you constantly use it because of ask the stuff you miss. But I had never considered how it would be to actually feel like I had been traveling to go on this adventure. To actually worry about needing to haul my lot back, and how dangerous it was never even crossed my mind... I'm not the brightest bulb in the shed. But I'm petty sharp and well educated. It just baffles me that I never considered it before now...
Fast travel should 100% be on a large open world like rdr2 or elden ring or Skyrim and such...only open world games which might not have fast travel options are small worlds or/and can only be played in multiplayer... IMO🤷🤷
Its disrespectful to player time to make them walk hours upon hours every single time they need to do something. Oh wow I played the game for 4 hours today and I got one single thing done because the industry has an unhealthy obsession with realistic immersion..... Reality isn't always fun, developers.... Would yall walk for 4 hours straight just to go to a store? No, you wouldn't.
@@leondeverick4213 I lived in a country town for my high school life (Australia so grades 8 to 12) and I can tell you now id rather be caught dead than to walk that far
ah yes because dropping you to dungeon is great design. group finder in wow is this exactly thing. you can be fishing in stormwind and suddenly you are taken across different planets to broken isles dungeon. you compelte the dungeon and then you leave the dungeon and you are instantly back at fishing spot again. great...
@@nevermind5657 Compared to... spending 30 minutes with auto-walk on, occasionally moving your camera so you stay on path to get to the dungeon you need to get to. It wasn't "fun" to get to most dungeons in Classic WoW. Especially if you wanted to do a different dungeon that wasn't on the default path your race or faction leveled up in.
@@ArCSelkie37 still wasn't in retail wow for f2p to get to some dungeons if they wanted to solo it until they made lvl 10's being able to fly. cause one dungeon required slowfall+darkmoon cannon in the at netherstorm area and other one has lvl ??? mobs that almost always one tap you right in front of the dungeon at vol'dun... ogri'la was fun grind before flying...
@@nevermind5657who said that that was great design? All the person you were replying to said was that walking 45 minutes isn't good design. It's all a strawman anyways because the dungeon finder you're describing in wow only applies to the leveling and early gearing dungeons. To do the end game dungeons you still have to fly to the actual dungeon entrance and get your whole group together.
Recently got subscribed to your twitch and I'm subbed to you here, you are an amazing inspiration to me as I play mmos and such and I love your perspective on gaming/programming
Death stranding is literally a game about traveling and it still lets you fast travel (although it makes you drop your equipment) and has faster forms of transportation. Because it respects players' time.
One of the most fun and exciting things of playing some MMOs back the day was starting at a safe location and deciding we were going to go to a destination say in the west. So we start our journey and move generally in a western direction but not sticking to any particular path, just a direction. Coming across enemies structure and things on the way, ending up with loot and being excited about that but also at the same time scared to lose it, after a journey towards the west you eventually reach the destination and are safe. You remember three things, one leaving safety, two the challenges and vistas you have gone through during the journey and then finally the relief of seeing and reaching safety.
I would like to assume that, unlike Red dead redemption II, it’s not just several minutes of holding the “go forward” button in a barren wasteland with an occasional cookie cutter NPC event that you’ve already done several times over.
I wish games that had fast travel turned it into some kind of mechanic. Like dialogue between characters while walking or using a mode of transport. Or resources you diegetically collect along the path. Even some kind of cool animation of the traveling. Not just a fade to loading screen or idling on the map.
The whole reason why d&d is not more popular is the slow and self driven adventuring. People love growing more powerful. People love adventuring. People don't love walking to the grocery store. These walking adventures are fun a small amount of times
The Epic Hero/Party Story , that is lost from many games nowadays, it's all about not loosing time and farming/grinding, there's no story, no adventure, you just move on a pre-set story while being told "you are free in an open world". I can already feel the nostalgia this game will bring to those who play it when the years pass.
There are forms of fast travel in D&D. A Druid can cast Wind Walk, which can move the whole party around 550 miles in 8 hours, or Transport via Plants, which can teleport you between any two large trees that you've seen before. They are fairly high level, so not something you could do for a while.
The thing is that you gotta make the traveling more interesting then. Kingdom Come:Deliverance did a good job of using fast travel, where you could have encounters, and maybe avoid them if you want.
@Derzull2468 yea, I loved to just explore for a majority of the game. Fast travel was really useful though close to end game when you've basically explored everywhere and have the best gear and such
Archeage was really awesome for a 14 years old me because: - fast travel cost a non-insignificant amount of money at launch - you can't fast travel with a trading pack on your back, which you often needed to carry from one far place to another to make any sort of cash - but you had public transport and, if you were rich, your own vehicle and or naval vessel to carry it - in process of carrying it you were liable to be ganked and robbed of said pack if you were in a PVP area.
Thank you for sharing this.. and giving this love back to games and educating the general public how experience in a game. Is the game and building and sharing an experience is the only things your brain will value ♡ ily for this moment
Love it or hate it, that was the big draw of Ark for a while for me. Getting everyone ready to go (which took a while in itself sometimes) then making the journey and adapting to the trials and tribulations along the way. Very adventurous, and that was the appeal.
Reminds me of my first time playing Skyrim. Nothing will ever be quite as fun as that first time because I had no idea fast travel even existed and I walked all over that map. I didn't even find out about carriages until I had beaten the main quest two or three times. Everything felt like an epic adventure that first time playing. Just going to the next town was quite a chore.
When I first played WoW in burning crusade, if I'm not mistaken, there was no teleporting to dungeons, no quick party maker, travelling the map felt so immersive and when you got to a dungeon you'd have to actually talk to people and form parties organically if you weren't in a guild. I made a friend and we travelled the map while leveling up, it was so much fun that I even stopped playing if I felt I would out level my friend and we stayed pretty much the same level until max. It was a pvp server and travelling felt dangerous because of potential gankers and at the same time awesome because you could see the world environments change from jungle to desert to tundra etc... those were the days
What could be cool is if, and the game could already work like this I honestly don't know, the main roads from major city to major city were mostly safe/patrolled, but there were a ton of side roads which varied in difficulty but potentially gave you a quicker route.
I love this kind of stuff in RPGs, when you have to deal with the rules of the world like a person in it. Like how in FFXI the ferries only leave so many times a day and take actual time to travel between locations, its so cool
This is something I love about project zomboid, when u want to make a journey to somewhere you have never been leaving the safety of your cleared area, ur so anxious and focused as one little mistake and gg
Then you get halfway to your destination only to realize that you forgot something at home…
irl simulator
D'oh
Then you learn for next time.
@@scotthaase2028 I know my ass aint learning anything from it.
@@3ndm3 This is the way
I remember the initial release of Sonic Frontiers didn't have fast travel either. It got brought up on Twitter and someone at Sega replied with something like "it's an open world and you're Sonic the Hedgehog. You ARE the fast travel." 😂
Imo, It felt so awesome to zoom freely.
That's got to be one of the best responses from a large video game company ever
@@the_undead”fast travel? This entire game is about traveling fast. There’s your fast travel”
I never used the fast travel in the spiderman games because the travel in those was actually fun.
“I do not need fast travel, Twitter user, I am the fast travel!”
Frontiers had its flaws but it was the biggest step in the right direction Sega made for Sonic in a LONG time. The next game should really JUST be the big map with better balancing and more stuff to do in the map.
The key is the experience of adventuring needs to be engaging and exciting. If you’re walking around and it feels empty or it gets repetitive then it will lose its luster.
Adventuring has calm moments of travel
THIS is also the core of how survival games became so huge. Simple objectives become a whole journey with stories along the way.
Except 99.99999% of the successful survival games maps are not that large and you can run from one side to the other in at most 30 minutes.
I love traversal taking time, but I wonder if this is too extreme.
@@laranjo5999 the most highly praised survival game is Valheim. Travel is notoriously slow in it.
@@Ecksplisit That is not even close to being the most highly praised survival game.
@@Kriddle1229 lmao yes it is and you’re high or live under a rock if you think otherwise.
@@Ecksplisit "The most highly praised survival game" is not Valheim (even though it's one of my favourites). And as someone who has over 600 hours on it, I can guarantee you it's not even CLOSE to what Ashes aims to do in term of game world size and travel methods.
Also
1. Valheim has fast travel. And while you can't bring certain materials, you can still do 1 or 2 trips and get enough ore to last a long while. All the other situations (like bossing or gathering materials that can be taken into the portal) will be vastly sped up by fast traveling.
2. Valheim isn't an MMO, so you won't go to the same places repeatedly forever (which is something you do in MMOs). I.E you get enough silver, you progress past the mountain biome for the most part.
3. Most people don't play Valheim for the same length as they'd play an MMO. Over time, "long travels" will wear off people's patience.
Limitations can produce new experience. I remember playing Skyrim with fast travel disabled and exposure to elements enabled. It felt just like this: I have several reasons to go to another city, so I'm leaving for it and try not to freeze to death. Feels like an impactful journey.
*when it works
Too many times I froze to death because my fire wasn't fire-ing
When I first played Skyrim, I didn't know Bjorlam existed, so I walked everywhere that I hadn't been before
Never done that, but I played original EQ, and ya every trip to a new area was an adventure, and a huge risk.
Yeah it should be about the journey not the destination, the mundane parts should fun and gameplay filled, it works so well in games like dying light, Minecraft, and lethal company
@@Cheesepuff8 I mean, I love exploration in MC, especially modded where you have NO idea what kinda structures exist.
But it also has plenty of fast travel, because the first time is great, the 10th time it is obnoxious.
It's gonna be like Dungeons and Dragons, where it's difficult to have a schedule where everyone in the party is available.
That's why you join guilds and look for static parties. I don't mind a little fast travel in my game, like FFXI had outpost teleports you had to collect and could use, but starting off, if you wanted to get to Valkurm Dunes from Windhurst, you had to take a ten minute ship ride and risk getting attacked by a kraken if someone fished it up, and God forbid you forget to soulbind once you get there if because dying in an xp party with noobs was inevitable in the Dunes in those early days, and you can't even rent a chocobo by this point, you're probably getting kicked from the party unless they know you, or your the healer or tank.
I totally get that and agree, HOWEVER, if the map is 75% empty like many games these days are, it is still disrespectful of player time
Yeah, that's the hard part. If the map is huge, it will be a particular challenge to make travelling back and forth through it interesting. That's a lot of space to fill.
It IS empty, during alpha though.
Every game trying to imitate the success of Skyrim be like
@@Potatoe-f6u Kingdom Come Deliverance is the only game in over a decade that has managed to truly achieve this imo
bad take hes talking about a specific game. cop out
"Why are you going to that location" is a good way of putting it.
If there was no method of teleportation in Runescape it would be a miserable experience, because the game sends you all across the world all the time for little things (clue scrolls, slayer tasks, farm runs, etc.) Instead you unlock these movement options and it feels really good, but it DOES transform the game into leaning into that mobility as an assumed state and/or a reward.
AoC it sounds like leans heavily into the "this is YOUR home, and you leave your home to adventure but come back after." Which in turn means it rewards placement of your home base, defense of it, and consideration for how easy or hard it is to get to high value areas.
Both perfectly valid design modes, but both have some mutual exclusions and lean into very different styles of gameplay that some players will prefer and others will hate.
@@MythrilZenith Original RS had no fast travel, and it felt much more rewarding when you trekked somewhere for 5 minutes and accomplished something.
I like how runscape made it that it used resources to telport
Yeah, the theory the idea is:
- You and your buddies hear about dungeon 2-3 hours away,
- You decide to go there and do some farming, but in order to make it worthwhile you all decide hey how about we spend a few days there doing some farming getting more materials/hunting for that rare drop whatever it is.
-Oh one of your guild/teams members has a friend whos part of a crafting guild there is x tree or ores or something lets team up with them and make it an expedition,
- Maybe you and the gather guild split the costs to hire a merc guild/group to protect you all or they're your friends and they'll help you out if you help them out with another task they want to undertake
^perfect world this is what they are wanting to foster, which is kinda how games like EVE would play out if that happens or not? who knows haha but we can have a collective dream yea?
Thank you for not taking a stance
@@DrSnowglobes I was super confused for a minute lol. Fast travel in runescape? Did they add that in the new version or something lol.
“Mr bilbo where are you off too?”
Gamer Bilbos - “im going on an adventure” 😅
thor: "gamify your work"
also thor: "degamify your games"
he means for enjoyment vs effecient
Unironically good advice though. Makes work more fun and "addicting" (in a good way) and makes games a bit less dopaminergic/addicting (in the bad way).
Not having fast travel isn't degamifiing really though. Fast travel lets you avoid interacting with the game world, if anything that's degamifing.
@@AbominationalFailure fat free yoghurt is a scam! it just has more sugar and isnt any more healthy
Well yeah. Cheap skinner box techniques and other grindy shit isn't fun.
Theres fast travel right?
AOC: laughs in horse
Horse is the fast travel system... arent there wagons that you need to transport?.
@@crashzone6600 Yeah it sounds like there is limited space for trade/craft goods on a player(Like logs iron etc), if you need to move it between nodes/citys etc you'll need a caravan. They did say there'd be banks but it sounds as if they'll be pretty well node or region locked so even if you can put stuff away you cant pull it out half the world away.
Well thats the design brief how that plays out in the end who knows.
@@BobOfBarons kinda sounds like BDO.
new world was the same way but everyone complained about it
Are you seriously going to say that? Why won't her trumpers leave her the h*ll alone she doesn't look like a horse wtf leave politics at the door Thor would be so mad if he saw this better hope he doesn't see this or Thor would ban you
New World tried this at launch. It is an interesting system to try to build player engagement with traveling in game. The biggest thing is that traveling needs to be a reward and not a chore. If getting from fun place to fun place is just annoyance and pain people will put the game down rather quickly. Putting in things like caravans that players can join to afk travel from one location to another in relative safety would be a nice middle ground addition.
new world had issues. In particular the fact that it was released missing gameplay content.
I haven’t seen a single moment of gameplay of this game. Just high praises with the mini map.
because the gameplay is just walking for 90% of it
Because there's not any gameplay. It's basically star citizen levels of complete and about as likely to complete
Yeah you can always tell which of these videos are ads and which arent, lmao.
Lots of gameplay vids, search ashes of creation alpha 2 gameplay
@@theInfiniteEgg-z8i He's not sponsored and it's not an ad, He's describing how travel works the Map kinda needs to be open for that.
This is a big reason I love valheim. While there are portals, you have to travel normally to set up a portal. And the critically important resources cannot be moved through portals.
Which is honestly just dumb because the vanilla way to get around that is:
1. Load up on resources that can’t be taken into a portal.
2. Log out to main menu and join character to different world.
3. Drop non portal items in a chest on that second world. Return to main world
4. Go through portal.
5. Log out and go back to second world, retrieve non portal items. Log out and go back to first world.
6. Finally continue after a ridiculously annoying waste of time.
@@pcdeltalink036or just change the postal settings for the world?
@@pcdeltalink036 Because God forbid you have to actually travel back and forth like intended.
Regards to #6. Games themselves are a waste of time so if you feel that way then stop playing and find something better.
Valheim is an awesome game. Nothing wrong with any part of the game play. There's no special prize for getting things done as quick as possible. Games are suppose to be a way to forget/escape reality yet so many people treat games like it's a job and are usually unhappy with practically everything yet still play.
@@Apexgaming2468 Dumb take. Games are only a waste of time if you think all time has to be spent productively to not be a waste. Entertainment is valuable time, and not everybody enjoys it the same way or even has the time to do it the way it's "intended".
To say there is nothing wrong with the game play at all is kind of laughable too. Even my favourite games I'm sure I could find something about the game play that can be improved, you don't need to dick ride devs that hard. And you realise you can like different parts of a game right? Maybe they want to keep playing because they like a different aspect of the game, why should they stop? Answer: they shouldn't.
The devs did the right thing, they seen a lot of people love their game but don't want to engage in some of the things that are more tedious like constantly sailing resources around the map so they gave us the choice of changing that.
@@pcdeltalink036 "It's dumb that I can't do this thing that the devs didn't want me to do :("
My husband does this thing in his fav games, that he calls "Immersion walk through"
Let's say, he plays Witcher 3. His mods (aside of the sexy Gwent) are realistic weather, realistic time pass, no map etc.
He would walk/ride everywhere as you would on a actual horse. No galloping, just traveling. Sleeping at night, traveling at day... He played this game, and others multiple times, using this "Immersion" system. He just be chilling and appriciating the game. I'm so glad I got him back into gaming ♥️
@@kaworob I played Fallout 4 like this. I couldn’t decide which faction to go with, so I spent a bunch of time building encampments. Sleeping at night, unless I needed to travel at night, carrying food and water to camp. It was so immersive. I fell in love with the rainy days.
I appreciate this. There is a kind of entitlement in saying "I paid for this game, so it should do what I want." That takes away from the mystique -- adventures are sometimes long, dangerous, and have to be planned out.
It's not about the quantity of time when exploring, it's about the quality of time.
Don’t get into the whole quantitive v qualitative argument with these folks
People today can’t do anything unless they attach a number to it
sadly the quality is the same 5 goblin ambushes in 30minutes
'distance is defence' count +1
Current count: 420
There is a game I love called Outward that is like that. There is only 1 town in each area that is safe. Everywhere else is not safe unless you have made preparations to stay out there longer. You had to worry about food, water, getting ambushed while you were sleeping, and repairing your gear. Overall it was not a hard game but I really loved that aspect of it.
Outward is great! I'm glad to see someone mentioning it.
Yes
The difference is that Outward is a single player game and this is an MMO
A single player game is not dependent on a large number of players sticking with it to survive
An MMO is
An MMO with the same cult classic status as a game like Outward will not survive
I love seeing Outward get love anywhere. Wonderful game. Hope Outward 2 is just as good.
@@toxicbust572 Each to their own, but I found Outward to be a severe chore. Although to be fair, most of that was the janky combat and the general game design less the process of making your way around the world.
It's like rewatching One Piece whenever you leave your base
Next stop: encumberance - where you have to leave 80% of the loot behid, because you have to spend a day walking back to your base.
Or carts! I know almost nothing about this game but the shorts mentions some stuff that is reminiscent of Wurm Online to me, and I remember getting all of my stuff on cart there to go make a village
@@Nvrmr_ They have carts :) You can make a caravan. Load resources into crates and load the crates on the caravan. It's awesome. I LOVE wurm. I wish I had that game with update graphics and combat.
Caravans are for moving materials between towns. Can't load a crate in the wilderness.
Number one reason my first action in Skyrim or fallout is console commanding about 10k carry weight on my character. There is nothing immersive to me about filling up, leaving area, traveling to base, dropping stuff, and traveling back. It’s multiple loading screens and a chance to crash at each and every one.
@justinwhite2725 you can absolutely summon a caravan outside of a town
As a long-time FFXI player who stopped playing back during CoP, this short speaks to me. Part of the original magic of FFXI for me was the feeling of accomplishment and investment that the duration and danger of travel brought to that game.
FF11 wouldnt have you ride a horse for 30 minutes to get to a location though, this game will
Playing Skyrim with fast travel was fun when I was a kid and didn't care.
Playing Skyrim older now without fast travel at all makes me appreciate the game so much more. Traveling by horse between Whiterun and Solitude and staying at the inn overnight in Rorikstead along the way is like he says, an adventure. The game is so much better without fast travel.
Honestly, the creation club added so much replayability just with survival mode alone.
From what i remember. It will have fast travel but that depends on the type of city. There is military/ scitific and a few other options. One of them will have a portal to teleport to allies or something along the lines.
Your group finally gets to the dungeon and something happens IRL for 2 of them to have to leave, then the rest can't do the dungeon with the smaller group. I can find reasons for having faster forms of travel, and they're reasonable.
Just make the faster travel resource intensive so that you're not gatekeeping groups of people who have short bursts of free time.
Every medieval fantasy game should gave a Gate/Portal spell. I don't care if it's 7 days cooldown, if it requires materials for every person who goes through, if it gives me some fatigue/sickness, if it requires 10 people channeling it for an hour or whatever other costs or drawbacks.
The ability to teleport an army is epic! Especially if you can set a destination point yourself in advance. Again, no matter the time and cost of setting it.
Wormhol'ing an army should feel like an adventure, too.
If it is locked behind a specific skillset but open to all characters. Like an artisan skill that you specialise in but require others to mastercraft things with their skilltrees it would be cool.
Like a mage that can teleport every hour or so, but he needs to rely on others ro fix his equipment or to craft consumables.
Specialisation in MMOs is always cool. Especially if it's so time intensive that a majority of the playerbase can't just alt-character cheese.
That's awesome for the people who are able to commit that time. I'm past that era of my life, but I'm glad these experiences are available for those who have the time to consume them.
Agreed, we need more games like this - too many quick trip, lobby based 30 minute whatevers for the busy crowd. Not enough just lose yourself multiplayer timesinks.
You never have 2-3h to yourself ever? Or you choose that something else is more valuable to spent that time?
@@Derzull2468 I’m a parent of young children. I’m lucky if I get 2-3 minutes to myself.
@@Derzull2468I get up at 4am to go to work, and get home at 3pm. I go to the gym because I'm old enough that I'll get fat if I don't, and then I cook dinner when I get back. By the time that's over it's about 6pm and I go to bed at 8:30 so I don't sleep through my alarm. I spend some time hanging out with my roommate and playing with my cat, maybe do some video games or read a book before bed. And all of that assumes I don't have any errands to run that day, which definitely isn't common. Dedicating several hours at a time gets harder as you get older.
@@Derzull2468 even if you have 2-3h of time every day, do you want to spend that time to travel the same road for half of that time every day, most likely more than once? Sure in the beginning it's fun, but after 10th 15th 20th run, you just want to get there.
Thor compared it to DnD but that's wrong. A DM will never make the same road twice, unless he wants to skip through it. A game can't do that. Even in Skyrim, where I loved to just stroll through the map, after 100s of hours, you just know the spots and it's less interesting. Plus I actively decided to do that and not get to a specific point/place. If there is a dungeon you want to farm, it's really annoying to constantly make long travels. People will either set up groups that just carry loot from one place to another or bot it. Both things don't sound very fun in a long run.
The LOTR TTRPG has some great mechanics surrounding travel - focus on supplies, levels of rest, safe places to camp, etc. It really makes the world feel more alive.
I need to get that game
Yeah babe, just watch the amount of cheddar you put in there. God forbid we "cheesify" the mac and cheese!
so you played D&D where the DM just stared at you blankly in silence for 75% of the play session??
Cry more little kid. Intrepid wont listen to this crapp modern game design. Just go and play another game.
you clearly have never done a campaign with a lot of traveling
@jmann3598 perfect.
@@jmann3598That wasn't his point, the point is in this game you're forced to actually do the traveling part where there are likely long stretches of nothing during it. In an actual D&D campaign around traveling, you would skip to encounters along the road, where things are actually happening.
And unless this game has Dragons Dogma 2 frequencies of road encounters - which does get tedious, but mostly for how samey they become - there will be a lot of "nothing" time. It'd be more like 90% of the time spent with a DM staring blankly.
@@quickdraw6893 I know I'm in a minority here, but I'm sort of intrigued by this. General open world games will shove encounters and interactables and action literally every 3 seconds, and it gets super strange and weird especially in the long run. I like being able to just walk and take in the scenery, and just chill for a bit. Then there's Death Stranding, which is filled with a whole load of nothing, but implements gameplay loop into a literal walking, which is very clever.
Terry, we gotta go back, I left my sword on the mantle.
This is actually what got me so sucked into Fallout 4. My dad convinced me to try it again on survival mode and it was exactly as you said. I was going to x location for y reason and I needed ABC and D to survive there and back. Made sure my base was set up and defensive and set off on my journey
First time i played oblivion, i was a few hours in before my friends informed me of the existence of fast travel. I've been disappointed ever since. Reading road signs and wondering what this 'cheydinhal' at the end of my journey would be like was simply amazing
Dude I love stuff like this.
Last Oasis had that magic for a bit. It was super cool looking back and seeing your entire clan rolling over the horizon heading for new land.
Traveling is part of an adventure. I think too often we focus on activities at a destination and that results in disconnected experiences linked by loading screens. Travel makes a game feel like a place, but travel needs risk and danger to be interesting or it risks feelings like a slog. It’s a tight-wire walk to pull it off right, and I’m excited because it’s looking like AoC is balancing quite well.
Assuming this is a fantasy setting and they don’t already have this, I’d be surprised if they didn’t add some sort of air travel, like taming pegasi or griffins or something
I mean at least should be an option , if not fast travel , but at least something twice as fast as normal speed
Iirc, flying mounts are going to be rare, and mostly reserved for heads of major guilds.
I think that would actually feel slower. On the ground you're interacting with the world while travelling. If you can just fly over it without interactions, it'll feel a lot longer, even if you're there in a third of the time.
@@justinsimanjuntak2460 5 mayor's of metros, 5 Monarchs of castles, and a few temporary legendary dragons you can raise to use for about a month. Will be between 10-20 people with flyers per server.
If a server ends up having 2 scientific metros, of the 5 possible metros per server, if they aren't at war with each other, the mayor's of both can agree to have an airship travel between them. Personal ownership of flyers will be extremely limited, though gliding mounts will be a thing.
personally I think they should add ships as they open up the map. NOT as fast travel but as a semi-limited way of moving across the map slightly faster than on a horse or wagon. It makes perfect sense to add ships to this to let you travel the rivers and lakes as well as the coastline.
Plus they could add some enemies in those areas and other players could blockade those rivers and lakes and demand tolls or the like!
Oh yeah. This is the game for me. Im boutta document every single inch of this game's lore, npc interactions, ruins, kingdoms, history... Im gonna do SO MUCH
110 USD minimum to be able to play the game right now :(
Yeah, the more I learn about this game the less excited I get.
For every cool thing I see about it, something terrible ruins it all
Well, fortunately, it's never gonna get a full release at this point so nothing to get excited about
@@slayerdwarfify bet
This isn’t Scam Citizen dude
This game will see a release in time
Not a long time
But let the devs cook
same for me working fulltime and having limited free time wanting to have fun and dive into a fantasy world i dont want to 1 day log in travel 3 hours to some dungeon logout and come back the next day to actually play the dungeon ? If you are a streamer playing 15 hours a day hours of walking isnt anything i mean u get paid but if its your freetime and its limited and u want to have fun traveling to the dungeon every few days the same way for the 100 time i dont think thats fun in any way
Yeah. To each their own, of course, but this will boom the first week and then be played by 1k people all around the world, if anything, and if it even gets released.
I dont know why this comment section is praising this idea. It sounds great if the map is filled out, and from what I've seen, the map isn't filled out with tons of things to do.
Blinded by hype is why
When they actually get their hands on it and get past the honeymoon phase, they’ll see just how bad it is
@@dragonriderabens9761 indeed
So it can be great. It just needs an actual interesting world.
@@dhay3982which it won't have. Because this not even the case in way smaller games, so hoping that it will be the case in this huge game is copium like with every EOS WoW killer that got announced in the last 15 years. And no, just having lots and lots of procedural stuff won't work either unless killing stuff is your Game play loop.
And even if there is fun stuff to do in between them, it's not going to be fun when you've done it 100 times already. Instead it's just going to be another PITA unnecessary limitation to keep you from doing the stuff you want to do.
Thats how I felt with Skyrim, especially early on when you're wandering everywhere. Seeing the beautiful landscape, and stars in the night sky, perfect music. And then you unlocked the ability to fast travel, and that made the game more bearable for time sake but you miss out on some of those smaller things.
Dark age of camelot from 2001. I lived on that game for years, but the one horse that went from the bottom of the map to the top took about 25 mins. That's when you ate, went to the bathroom, planned with your group where to meet and what you were going to do. Those days were great. And not just because the game was great but because you forged friendships with people.
I LOVED that game. In my opinion it’s the second best MMORPG of all time, only behind Ultima Online 😁
Yeah for me it was EverQuest. Crossing the plains of Karana with out SoW was brutal 😂
Dude, my first ever MMO next to WoW. That shit was top notch
@@ficklepickle6290 I never played EQ, that was during my UO era, but I used to go to my buddy John’s house every day after school and watch him play EQ and it always seemed SO badass to me.
Ahh, back when DC was Druim Cairn, you fought wee werewolves with a spammy chanter in DF, and every cloak had /hood. Good times.
Vibes of old school ULTIMA Online
Best AoC creator ive found so far.
Subbed.
Cant wait for this game to go live. (Not alpha/beta, I want the full experiance)
So, it’s a game where getting there is half the fun? Sounds nice.
As long as the world doesn’t feel empty, that sounds wonderful.
Fast travel has always seemed like a crutch for bad game design, rather than actually improving a game. I remember running from town to town in Morrowind and really enjoying the journeys.
I can't think of one game where fast travel improves the experience.
@@wavytoad9983 space game with FTL fast travel is part of the fun
@@Dunkopfwell that can be interesting compared to the cut to the loading screen. You actually feel like you are travelling.
@@wavytoad9983 every racing game ever:
I agree, fast travel imo ruins part of the feel in Oblivion and makes it feel much smaller. The only 2 times I've felt that fast travel (the click a place then loading screen kind) was better for the game is Daggerfall, and space travel games
Unemployment simulator
I've never been able to formulate this into words beyond "I do it because I'm having fun" when people bash me for not using fast travel in some games.
Thanks for putting it into words!❤
and what if the map gets bigger? will you spend weeks traveling on a ship? Just staring at your character walk across the map for several hours? bruh
The map IS going to get bigger..we currently have 5 nodes, and it already is a massive map. The plan is to spread 85 nodes across 2-3 continents, so it might actually take you an entire day to cross a continent.
BUT something which isn't mentioned here, is that there will be limited fast travel.
If I recall correctly, high level scientific nodes will be able to create portals which link to other high level scientific nodes.
@@tortiboy142 not to mention you shouldn't be constantly traveling clear across the map just to do stuff. There will be plenty reason for people to play around their zones.
Eventually the gimmick of the traveling will hurt the game. But it works for an early jumpin and your first experiences.
Especially if things are like far away if you are spending more time traveling too something than actually doing things you are there for and doing that same track again. It definitely can hurt it
This sounds cool the way he says it, and with his skill level I'm sure he only does each dungeon once.
I suck. So completing that dungeon is going to require daily trips for a week or so. That travel no matter how interesting is going to feel like a commute down the 401 by the end of the week. And god forbid the next challenge is just one exit farther down the same road.
@terravarious it's also like people can forget shit and have to go all the way back. Yeah it creates some experiences but there's a reason a lot of games have made these kinds of QOL changes over the years.
And unless they get really creative with how the map goes, the journeys would just start to get repetitive too
@@terravariousHe makes it sound cool cause he's trying to sell it to other people.
This game rely way to heavy on having an active social group to play with. Ppl who rely on pugs gonna be in a world of hurt.
@@poekpally yah it's relying on you having a group that wants to commit to a long travel too which well isn't always going to happen.
Game will be VERY cliquey and full of min maxers trying to reap the best rewards they can
I like the idea of the travel basis, if the reward is guaranteed so actually putting in the time and stuff feels worth it, and obviously interaction with other players will be way higher
Counter point. I grew up and don't have 3 hours to play in long session anymore. Hell I barely get 2 hours to myself a day now with job + travel time and 6 hours of sleep
@@thefrontier2288 counter point: the game isn't made to please everyone
Counter point. then don't play it, not everything needs to be made for u.
Some people want a game like this, if u don't that's fine, go play something else.
@@EspirituOtakucounter point, that's exactly OP's point, they never said it's for everyone, YOU LOT are the ones telling people to "piss off and play other games then" when people here are just pointing out the fundamental issue of forcing a certain gameplay in a massive world that has a inherent double aged sword
@@EspirituOtakucounter counter point. When not enough people play your game it gets shut down.. now nobody plays this game anymore
Counter point, you not being able to get 3 hours for a hobby is on you and your time management, life choices. No need for games to be trivialized and cut down just because of you.
The problem still is, in my opinion, it still consumes to much time. When it’s my day off, I don’t want to spend so much time just traveling to get to content. I think that will be a pretty large barrier to entry for a lot of players.
If it's your day off you have time ^_^
Then perhaps this isn't the game for you. This appears to be a game about the journey. It might take 3 hours to get to the dungeon, complete it, and get the resources back, but that is a "session". This doesn't appear to be a casual "do an hour" thing.
@@boomsnapclap1337 that is a tiny section of the total map, traveling the entire length of the map could take more than an entire real day...
I think his point was that you don't waste time to get to content, you have content on your way to your destination and you also get to enjoy that. This is also a social MMO, so probably not the best kind of game to play for just an hour.
Games like DayZ and Rust give me similar energy but in a much weaker dosage.
New World also felt that way.
I got 12 hours at best on a day off, I'm not spending half of that time walking.
I remember playing morrowind at 10 years old. Closed the world map on the menu screen by mistake when i first loaded in. Didn't realise it was there for months of playing. I haven't been so immersed in a game since. Had to use signposts in game and discovered so much random stuff
If there is nothing to do on your way there its straight up garbage. Travelling for hours is bad
The 3 hours he's describing includes the ime on the dungeon.
The travel distance he showed takes about 10 minutes with a bard.
Yeah, sure, let's see how long that feeling lasts after 100 hours
true. they make it sound so cool. you do it for couple of times. then you dont wanna play no more.
@@antonin2478Depends. I've been playing the Dark Souls franchise for years and it doesn't get old.
The journey is a valid gameplay loop. Being able to get back to the fog wall with all your estus is a fun gameplay loop. It can be frustrating but getting good at it, and finding a route/strategy to consistently pull it off is great.
The run needs to be engaging, which is hard for larger scopes, but for the antfarm titles it can be a fun deathstar run experience.
I played Genshin for about a month. One of the last things I did was venture south with no idea what I’d find. It was a high level area to me, and it was hard getting over the mountain. I found challenges along the way, and really made it an adventure fighting mini bosses, finding puzzles, getting into skirmishes, and hiking very rough terrain getting lost along the way. Eventually getting to the plains beyond the mountain, discovering a new area based around a new element, progressing the game, it was super fun. And I hope I never forget the grand reveal of Liyue. Because I had no idea it was there, it was definitely a moment of “Damn, I almost forgot how fucking pretty this game is.” One of the most fun things I’ve ever done in a video game. That also happened to take about 3 hours.
I mean, this kind of just sounds like an Elite Dangerous version of an MMORPG. They've brought the concept of dangerous space exploration where you CAN leave your home systems that you've set up in and go far away for POTENTIAL riches, but there's also a good deal of risk involved... but not TOO much risk.
Sounds fun. Now it'll all come down to the actual game engine/gameplay/aesthetics.
Love me some Elite Dangerous. I've been years in the Black. The thrill of knowing there's nobody nearby to help you if things go wrong, that any oversight or error can be the end of you. It's amazing.
@@brianmorgan7703 Interesting! I'm too scared of the Black. I nearly flew into a purple star the other day trying to fuel scoop before I remembered that they aren't fuel stars. xD
Came out of hyperspace with my temps in the 80's. Got up to 104 before I managed to jump out.
Tbh the only way an open world game can still be good and not have fast travel, is if the world is very small.
Having a GIANT open world and no fast travel severely limits your players wanting to explore. Hell, even the dragons dogma system is better than this. Also it literally rules out half of the gamers who want to play a game in a limited amount of free time.
When you’re almost at the dungeon…
“Did I leave the stove on 🤔”
I think this could be good and bad for the Explorer archetype gamers.
This gives me some strong Valheim vibes, especially earlier versions, where you couldn't fast travel via teleport when you had metal ores in you, so you either had to travel back to the base via your boat, or carry it all on a wagon that you have to pull by yourself.
Sometimes it made me think about how would I carry all of this stuff via hills. Had to think outside the box. Fun times. I miss that game. I gotta go back to it someday.
You still cant teleport with metal ores tho.
But yeah, i also still love Valheim, even when just chilling for a short time, relaxing with the ambience.
Yeah, about Valheim, i might have played it for almost 700h, such a pleasant early game!
It was because of this system that I built a network of outposts sprawling out into the world. It was really cool to track your progress on the map.
@@ItsMyMedicinee Yeah, i tried to build bridges. Sadly there is a fixed world heigh/dirt build heigt, as such partly was underwater, wood structures on top also didnt help. I only finished 1 inbetween 2 islands, took me 3 (real days).
That was stupied of me, i didnt know there were faster boats (and with store capacity) than the basic log float.
I just did recently, it's a good time, even solo.
I set up challenges like that in games that COULD, but don’t lol. I’ve been making my own side quests up for so long, it’s very refreshing to see someone thinking this way.
Some things to consider:
- a friend is late for a session. Now they can't join because everyone had to set off to stay on the quite hefty schedule.
There's not really a way to solve this without fast travel, but it can have some limitations like "character only" or "character and the clothes on their back only". Maybe some sort of easily movable beacon for them to spawn at.
- you get there. You get the loot. Now, how do you get it back?
The solution (unless it's just infinite carrying in some form) needs to be scalable enough to more than accommodate all the loot, and the loot needs to be predictable enough that you can reasonably expect to stay within carrying capacity, unless it is easily scalable on site.
for me there isn't an easy solution for 1 that isn't easily exploitable. the best I can think is you can carry a TP beacon that you can teleport to, and your friends can carry it. but again, it would take away some of the charm of the game.
for the second, let people craft wagons or take pack horses.
there are games you can dip in and out of, what's wrong with also having games that you need to coordinate with your team and commit to a set time and plan? both options need to exist. all games can't be catered to casuals with family and commitments, nor should they be
@@frycook6396Yes, only make games so it can be played by the most people and make the most money possible. This surely hasn’t ever had any effects on the quality of games or the average player mindset, nor ever will.
I don't think the orginal chatter meant fast travel. They meant faster modes of travel. As in faster mounts.
Also he's totally describing it like Log Horizon lol.
No? He's describing it like... a DnD campaign? Log Horizon didn't invent an open world with no fast travel lol
Log Horizon got fast travel though 😐.
@@marrlethefirst God forbid someone make a comparison
@epsi1259 it's a bad comparison. Log horizon has fast travel.
@ Damn you right, forgot about that
I'll never forget how much more fun Morrowind felt playing it as a kid when compared to later ES games... And the main thing I think was that there was no fast travel to most places, and no quest markers.
You actually had to get directions off of people, travel there on foot, and find the dungeon using landmarks. Felt so much more like an adventure
I would argue against your point of not having fast travel. Some people don't have the time to spend like 3 hours to do all that they want or need to do in a probably 1 hour session. This is where fast travel would be nice to have or faster speeds on cart. Obviously fast travel shouldn't be liberaly placed but it should be placed where it takes half the time to get to the destination.
@4zureSapphire if you don't have the time, then the game probably isn't meant for you
@@njay1993 Its not gonna be for a lot of people then. Even I know a lot of people and hang with a lot of people that do longish gaming sessions but 3 hours for one thing is always going to be a commitment.
DnD literally has the ongoing joke of groups never being able to actually get together because something comes up and its a big time commitment. This is literally the same thing here
@@dylansetright3359play a different game then
Fast travel killed the community in WoW an it's sad most people don't realize this. Setting up groups and actually exploring the zone was destroyed.
Now it's all click 2 buttons an join a dungeon never learning the world an sitting afk in the main city hub for the expac.
@@dylansetright3359 play a different game then
While I love the immersion of this, it pretty much makes this game unplayable for me. At 30 years old, it's rare that I have 3 consecutive hours of free time to spend on video games, and when I do, I almost certainly have other things that I need to use that time for.
MMOs might not be the genre for you.
Says who, you? Most mmos can be easily played woth 1h or even less a day.
@@Gunther69420 yeah because they drop you to dungeon and then place you where you were before you entered dungeon... like rift or wow. in rift while you are doing quest to defeat bandits, suddenly you are required to accept teleport to dungeon that you started to look for. where is this dungeon in normal world? who cares, there is big bad enemy thats size of a mountain thats going to destroy the world or something, kill it. you finish the dungeon aaand dungeon restarts from the start. then when you leave, you are now dealing with bandits that are barely even a threat to local village.
I have played the last 2 weekends( going on my third) and this is the exact experience I have felt. It motivated me to group and actively speak to others and communicate. Very good experience.
Reasons like this are why I loved tibia back in the day. It was dangerous and you could lose your gear and any items you were carrying just walking from one town to another. It was so exciting and so many funny moments ensued
and looking at Minecraft it was the new sights the strange vistas and stuff that made it feel like you were an explorer and less needing thing a for game mechanic b. GW2 sorta does this with their map points - it forces you to explore and appreciate the world you're in and you get invested
Part of why I will always love the first half of Dark Souls. Makes you really think about where you’re going because you know you’re going to have to run back.
Feeling all the way out on the edge of the unknown, knowing you will have to make your way back, is the adventure.
The key to Tolkien's Hobbit and LotR was that he really dragged out travel. If just getting there is that hard, then the deed itself is elevated that much more.
This is exactly what i loved about Dragon's Dogma when i first played in 2014. That, and the way they spoke in the game. Created such a nice atmosphere.
I've always hated games with no fast travel system. However, you have a valid point, and it was well made. I never looked at it from that perspective. Sure, I've considered games like Skrim that do have fast travel, but there's so much to discover on the map that you're doing yourself a serious disservice if you constantly use it because of ask the stuff you miss. But I had never considered how it would be to actually feel like I had been traveling to go on this adventure. To actually worry about needing to haul my lot back, and how dangerous it was never even crossed my mind... I'm not the brightest bulb in the shed. But I'm petty sharp and well educated. It just baffles me that I never considered it before now...
Intelligence and perspective don’t actually have a direct correlation with each other. That’s why reasoning should be considered a team sport.
Fast travel should 100% be on a large open world like rdr2 or elden ring or Skyrim and such...only open world games which might not have fast travel options are small worlds or/and can only be played in multiplayer... IMO🤷🤷
Its disrespectful to player time to make them walk hours upon hours every single time they need to do something. Oh wow I played the game for 4 hours today and I got one single thing done because the industry has an unhealthy obsession with realistic immersion..... Reality isn't always fun, developers.... Would yall walk for 4 hours straight just to go to a store? No, you wouldn't.
@@DrRippenShitten I mean... yes? I would and have. But I get that most people don't live in the middle of nowhere.
@@leondeverick4213 I lived in a country town for my high school life (Australia so grades 8 to 12) and I can tell you now id rather be caught dead than to walk that far
You just summarized why some games like Outward are just so great but unfairly underrated
100%! When world isn't fun to travel game devs add instant teleport stuff. The travel should be part of the rpg game play
Wasting 30-45 minutes walking gets old real quick.
ah yes because dropping you to dungeon is great design. group finder in wow is this exactly thing. you can be fishing in stormwind and suddenly you are taken across different planets to broken isles dungeon. you compelte the dungeon and then you leave the dungeon and you are instantly back at fishing spot again. great...
@@nevermind5657 Compared to... spending 30 minutes with auto-walk on, occasionally moving your camera so you stay on path to get to the dungeon you need to get to.
It wasn't "fun" to get to most dungeons in Classic WoW. Especially if you wanted to do a different dungeon that wasn't on the default path your race or faction leveled up in.
@@ArCSelkie37 still wasn't in retail wow for f2p to get to some dungeons if they wanted to solo it until they made lvl 10's being able to fly. cause one dungeon required slowfall+darkmoon cannon in the at netherstorm area and other one has lvl ??? mobs that almost always one tap you right in front of the dungeon at vol'dun... ogri'la was fun grind before flying...
@@nevermind5657who said that that was great design? All the person you were replying to said was that walking 45 minutes isn't good design.
It's all a strawman anyways because the dungeon finder you're describing in wow only applies to the leveling and early gearing dungeons. To do the end game dungeons you still have to fly to the actual dungeon entrance and get your whole group together.
Recently got subscribed to your twitch and I'm subbed to you here, you are an amazing inspiration to me as I play mmos and such and I love your perspective on gaming/programming
This talk reminds me of why I loved Death Stranding.
Death stranding is literally a game about traveling and it still lets you fast travel (although it makes you drop your equipment) and has faster forms of transportation. Because it respects players' time.
One of the most fun and exciting things of playing some MMOs back the day was starting at a safe location and deciding we were going to go to a destination say in the west. So we start our journey and move generally in a western direction but not sticking to any particular path, just a direction. Coming across enemies structure and things on the way, ending up with loot and being excited about that but also at the same time scared to lose it, after a journey towards the west you eventually reach the destination and are safe.
You remember three things, one leaving safety, two the challenges and vistas you have gone through during the journey and then finally the relief of seeing and reaching safety.
Things that never happened for 500. Name that mmo.
@@max7971sounds like my experience of EverQuest.
I would like to assume that, unlike Red dead redemption II, it’s not just several minutes of holding the “go forward” button in a barren wasteland with an occasional cookie cutter NPC event that you’ve already done several times over.
You could autorun and follow a path...
@@lukebritton7643 admittedly, that made it a lot easier to take a piss break.
You do know there was a fast travel system in rdr2, right? Whenever you set up camp
@@eli3998 I did, I highly doubt this guy did
There’s fast travel in red dead
I wish games that had fast travel turned it into some kind of mechanic. Like dialogue between characters while walking or using a mode of transport. Or resources you diegetically collect along the path. Even some kind of cool animation of the traveling. Not just a fade to loading screen or idling on the map.
Like in the Spiderman Games. You Fast-Travel and just see different Videos of Peter traveling trough the city. For example taking a subway ride
This is why I love Hexcrawls, the narrative writes itself.
The whole reason why d&d is not more popular is the slow and self driven adventuring. People love growing more powerful. People love adventuring. People don't love walking to the grocery store. These walking adventures are fun a small amount of times
Fast travel is pretty necessary in my opinion. You better be pretty damn sure getting there is interesting if you don’t have it.
The Epic Hero/Party Story , that is lost from many games nowadays, it's all about not loosing time and farming/grinding, there's no story, no adventure, you just move on a pre-set story while being told "you are free in an open world".
I can already feel the nostalgia this game will bring to those who play it when the years pass.
There are forms of fast travel in D&D. A Druid can cast Wind Walk, which can move the whole party around 550 miles in 8 hours, or Transport via Plants, which can teleport you between any two large trees that you've seen before. They are fairly high level, so not something you could do for a while.
The thing is that you gotta make the traveling more interesting then. Kingdom Come:Deliverance did a good job of using fast travel, where you could have encounters, and maybe avoid them if you want.
Kingdom Come:Deliverance was better when not fast traveling.
@Derzull2468 yea, I loved to just explore for a majority of the game. Fast travel was really useful though close to end game when you've basically explored everywhere and have the best gear and such
Couldnt be happier with that being the vibe of the game. I hope it stays that way when more people are introduced to the game
Archeage was really awesome for a 14 years old me because:
- fast travel cost a non-insignificant amount of money at launch
- you can't fast travel with a trading pack on your back, which you often needed to carry from one far place to another to make any sort of cash
- but you had public transport and, if you were rich, your own vehicle and or naval vessel to carry it
- in process of carrying it you were liable to be ganked and robbed of said pack if you were in a PVP area.
Thank you for sharing this.. and giving this love back to games and educating the general public how experience in a game. Is the game and building and sharing an experience is the only things your brain will value ♡ ily for this moment
Love it or hate it, that was the big draw of Ark for a while for me. Getting everyone ready to go (which took a while in itself sometimes) then making the journey and adapting to the trials and tribulations along the way. Very adventurous, and that was the appeal.
Same here, Tek ruined the Ark experience.
Reminds me of my first time playing Skyrim. Nothing will ever be quite as fun as that first time because I had no idea fast travel even existed and I walked all over that map. I didn't even find out about carriages until I had beaten the main quest two or three times. Everything felt like an epic adventure that first time playing. Just going to the next town was quite a chore.
When I first played WoW in burning crusade, if I'm not mistaken, there was no teleporting to dungeons, no quick party maker, travelling the map felt so immersive and when you got to a dungeon you'd have to actually talk to people and form parties organically if you weren't in a guild. I made a friend and we travelled the map while leveling up, it was so much fun that I even stopped playing if I felt I would out level my friend and we stayed pretty much the same level until max. It was a pvp server and travelling felt dangerous because of potential gankers and at the same time awesome because you could see the world environments change from jungle to desert to tundra etc... those were the days
No conventional fast travel is what made morrowind memorable
I've never heard a better pitch to a game. I immediately want to play this game now.
I felt the same way in BotW when I stopped fast traveling. I ride horses and encounter new NPCs now and then. It's nice.
What could be cool is if, and the game could already work like this I honestly don't know, the main roads from major city to major city were mostly safe/patrolled, but there were a ton of side roads which varied in difficulty but potentially gave you a quicker route.
I love this kind of stuff in RPGs, when you have to deal with the rules of the world like a person in it. Like how in FFXI the ferries only leave so many times a day and take actual time to travel between locations, its so cool
That's why i love valheim. Venturing out truly feels like an adventure.
This is something I love about project zomboid, when u want to make a journey to somewhere you have never been leaving the safety of your cleared area, ur so anxious and focused as one little mistake and gg