In a new IGN First interview, Dragon's Dogma 2 developers Hideaki Itsuno and Kento Kinoshita explained its unique approach to fast travel, and why relying too heavily on the mechanic can be harmful.
Travel is boring? That’s not true. It’s only an issue because your game is boring. All you have to do is make travel fun
If I can get taken across the map in some kind of world-appropriate vehicle, and I get to remain immersed in my character while doing that (=minimal menus), and especially if I can do something else while otherwise enjoying the travel (e.g. reading an in-game newspaper like Red Dead), then I have little need for fast travel. I’d argue it should be available, but give me the option to remain immersed and enjoy my time across the map.
Cyberpunk 2077 would have been just that much better if the metro system had been working at launch. Let me sit and rest and enjoy all those beautiful vistas.
Starfield wouldn’t suck nearly as much if the whole game wasn’t built around fast travel. I end up with no connection to my ship at all, because I don’t really ever feel like I’ve taken it anywhere.
The short answer is: immersion.
From the article:
If I can get taken across the map in some kind of world-appropriate vehicle, and I get to remain immersed in my character while doing that (=minimal menus), and especially if I can do something else while otherwise enjoying the travel (e.g. reading an in-game newspaper like Red Dead), then I have little need for fast travel. I’d argue it should be available, but give me the option to remain immersed and enjoy my time across the map.
Cyberpunk 2077 would have been just that much better if the metro system had been working at launch. Let me sit and rest and enjoy all those beautiful vistas.
Starfield wouldn’t suck nearly as much if the whole game wasn’t built around fast travel. I end up with no connection to my ship at all, because I don’t really ever feel like I’ve taken it anywhere.