The ideas in that post are not mine alone, I compiled a bunch from this entire thread in order to prevent redundancy and repetition because people were asking some questions anew. I am not saying, however, that I disagree with those ideas.
There's also a misconception that stating these concerns is somehow a slight against CDPR. If you guys could just stop white knighting for a second, then you'll realize these concerns apply to problems inherent to the mechanics of insta fast travel, and anyone who is intimate with TW3 game development probably knows of them already.
We are talking about this because the idea of insta fast travel in the next game does not appeal to us.
Now to you, KoP:
KnightofPhoenix said:
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.
Me too, but there needs to be balance. The world outside towns, caves, etc. needs to have a life outside of serving a purpose for your travel. Adding these dynamics will only enhance the gaming experience.
It's possible to include them with insta fast travel, but then players who FT a lot will miss out on these adventures, and then possibly whine about the game catering to "hardcore" gamers only.
This is what players do, they even complain about a game having technical issues when its their PCs that can't handle it.
If these elements exist besides having insta fast travel, then that would be awesome.
KnightofPhoenix said:
Yea, tell that to them before they made 2 paths when less than 50% finish the first playthrough.
This is not the same. Imagine if Elias from the Succubus quest waited for you somewhere to ambush you, but because you FT around you missed him and the quest never gets completed.
Or perhaps you missed Sindar's cottage because it was located between two points between which you could FT, and you never got to complete the Poker quest or do the Troll quest in an alternative manner.
I would be okay with there being consequences for using FT in certain situations.
What I don't like is the idea of quests saturating a town, cave, village etc. environment with everything quest related; what's the point of the open world if game play is going to be pigeonholed only to locations where the player can FT.
KnightofPhoenix said:
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.
No, there's no point in having an open world if everything is conveniently located at a stone's throw. What encourages exploration, then, pointless escapism?
I can understand that some quests may have perimeter or time restrictions, but why lock FT?
The game shouldn't try so hard to protect the player from failure; in fact, I remember when I did Roche's path and didn't complete the harpy feather quest before the Eternal Battle, I failed it. That's okay.
I hope the quests are made as creatively as possible, and not restricted by considerations to the player using FT or failing. If that's the case, then it would be okay to have insta FT in TW3.
KnightofPhoenix said:
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.
Your perspective is not taking into consideration that this next game will be an open world game. Yes, it was okay to do quests which ever way you wanted in the previous games, but they were part of the same chapters, and story logic was unobstructed and intelligible.
I don't appreciate thinking that if the player wants to keep track of the story, then they better stick to this region ONLY. Why get rid of the chapter format then? Why have an open world?
Pacing is crucial to narrative, and narrative is the whole point of the game. Insta fast travel makes rapid exploration possible, and thus ruins pacing. Even if I wanted to regulate myself and not go beyond a certain boundary so I don't ruin the story for myself, I wouldn't exactly know where to stop, even in a given region.