KnightofPhoenix said:
Not being able to travel to undiscovered locations is a given, it's already confirmed and there's no point debating it.
Exactly. Like I said, it's possible we will get the best of both worlds. Skyrim missed out on the opportunity to "fill the world with content" while the player traveled to undiscovered locations, but it's unlikely that the same will happen here.
And yes, if unlimited FT is present, that means no backtracking or forced journeying.
It makes sense that a game should have good narrative aspects, pacing and quest design, but also be convenient. If there are teleportation devices in the game, you can achieve these goals.
A teleportation device will require some backtracking, and on a game of this scale it can be prevented from feeling like an onerous task if teleportation devices are sensibly located.
If the developer knows that the player is going to spend a lot more time walking around than zooming around, then it's likely they will fill the world with content.
I don't mind if there is Skyrim-like fast travel in TW3 as long as the pacing, narrative, and quest designs don't suffer, and journeying on the road doesn't feel like a dull and monotonous experience. Experience has shown that games with fast travel suffer in these aspects, but we don't know from experience how CDPR handles fast travel in their RPGs...Well, there were wayfarer stones from TW.
KnightofPhoenix said:
There is only one example given over and over, and that is Skyrim.
But isn't that the best example? There were more, but this one is most appropriate because of the parallels CDPR has themselves drawn between these two games.
Also, I don't see anyone taking on a tone here that could be considered impertinent.
KnightofPhoenix said:
Making a request that it be practical or rewarding to complete all of the quests in a way that doesn't beg for using fast travel is constructive.
This is a good idea, but how is this different from the constraining chapter format of game play; you're still completing quests within a designated area till you're free to move.
Also, the above idea is not conducive for exploration purposes- if there are some restrictions which prevent the player from moving beyond a perimeter, then the open world becomes a tease.
It would make sense if some quests have time or perimeter restrictions, but it would not serve the entire game to be like that.
I understand what you were saying, Guy, I am just speaking against the idea.