cmdrflashheart said:
The concern is that there will be places in the world which will not have more content than pretty flora or fauna, and hence can be referred to as "empty spaces".
Why is that a bad thing?
I'd appreciate spaces that have nothing much going on, except beautiful scenery, collecting ingredients and hunting. Maybe a few collectibles here and there.
The problem is also that the developer does not want to have two different experiences for people who use fast travel, and those who don't. So in order to have a uniform gaming experience, such content does not exist in the game.
Yea, tell that to them before they made 2 paths when less than 50% finish the first playthrough.
Now if there was a clue somewhere along the road to the grotto, Geralt will miss it if he fast travels there. So the developer, being thoughtful of this eventuality, places the clue somewhere where it cannot be missed. This is fine for that quest, but now imagine 100+ hours of the game where all quests follow the same format because they cannot allow it for the player to miss out on information.
Well naturally the clues are going to be in the vicinity of the quest, it's not going to be a random distance from it.
But for main quests or major ones, they can lock fast travel when doing that quests, so something can happen on the road or we find a clue.
-destabilizing pacing: The way insta fast travel ruins pacing is by making it possible for the player to proceed too quickly with game events, or to proceed with them in an inadvisable order. If it's possible for the player to lose sense of game narrative, then the purpose of having a narrative is diminished.
But that's the case even with TW1 and 2. Sometimes the order of quests can get tangled up.
Furthermore, they are dividing the storyline into 3 separate regions, so it should be fine.
And if someone wants to play the quests in whatever order he desires, let him. I don't really see how that's anything to do with fast travel, he can still ride a horse for 20 minutes to another city and do the quests there.
The way I envision FT is like AC3. You can't teleport to any point on the map, you teleport to FT checkpoints. So that concern is mostly moot, quests don't have to be near FT checkpoints and the map can point to areas worth investigating.
Now yes I would prefer if Geralt doesn't magically know where to look, but rather has to read books, talk to people...etc to have an idea where to look. But that's not really related to FT.
-inducing empty spaces: The developer knows the player is going to fast travel, so there's no incentive to provide meaningful content outside of defined locations. The developer also wants to give all players a uniform gaming experience, and not a different one for those who FT and those who don't do that.
Yea, and all dialogue and cutscenes are skippable. You don't see CDPR giving a damn.
More than half gamers don't even finish a 1rst playthrough, let alone start a 2nd. I don't see CDPR giving a damn.
I don't see why they would start giving a damn now.
-making the quest structure uniform: Developers do not want players missing out on stuff because of using FT, they will make quests in such a way that everything important happens in locations, and not on the roads.
I don't see what's so bad with that when it comes to side quests. There can still be quests on the road and FT can be locked in certain quests.
I mean that was already the case in TW1 and TW2, everything important happened in the vicinity of said quest.
And they can always have an investigation system that rewards or demands exploration. For instance there's a quest, I FT to location, talk with the person, and he tells me to investigate several areas for clues. These areas can be completely middle of nowhere spaces.
Argument: Why teleports or carriages or anything, but not insta fast travel.
Response: It comes down to two ideas: 1) traveling should more fun and varied than fake teleporting with insta fast travel or going on foot/horses, and 2) teleporting or carriages do not affect as severely the aspects of game play mentioned above.
Insta fast travel doesn't have to be teleporting to any point on the map. It can be to "checkpoints" let's call them. AC3 had that and integrated the Fort system into it (liberating a fort gave you a fast travel point).
How is that different from teleporting other than an in-game explanation?
I don't mind teleporting of course and if it fits the lore, great. But it would make events in TW1 and 2 seem....kinda trivial? Unless Geralt has a special item or something.
In any case, I don't really care about an in-game explanation. Whether Geralt uses some rare magic to teleport to point A, or just teleports to point A, for me it's the same. As long as I don't have to pay anything for either option, I'm fine.
Response: Once the player has made it possible to fast travel to most places in a region, the horses are reduced to a gimmick in the game, and can be considered to exist for no other purpose than RPing.
Yea, I don't see a problem with that. I don't think a horse or sail boat is vital to a Witcher experience, I've played 2 games with no horses so.
And if it's vital for you, you can still use it and have fun.
It doesn't matter that you cannot initially fast travel to a location, having insta fast travel introduces too much uniformity in the narrative and quest structure of a game. This reduces the non-linearity of game play, and also the re-playability value of a game.
Well I'll tell you that a big thing that is discouraging me from re-playing TW1 is the lack of fast travel (minus one portal) and all the backtracking, swamp travelling bs. If anything, FT can enhance replayability, if I am going to play again but want to skip things that I don't really care about or don't have too much time to waste.
But for the most part, FT is not that important for replayability, I'll judge based on choices and consequences primarily.
And I notice a contradiction. Before you said FT can make players do quests in an inadvisable order and now you say it forces too much linearity. Which one is it?