Adventure & RPG Games · 36
Fast travel changes the meaning of an RPG map; a location stops being only a destination and becomes part of a network the player gradually unlocks. The design side has its own twist: Loot systems make comparison into play. Two swords can differ by only a few numbers and still create five minutes of serious inventory philosophy. Every tavern contains at least one person who has mistaken a total stranger for the perfect solution to a local crisis.
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A quick detour
Pokémon’s original idea was partly inspired by childhood insect collecting. The concept turned collecting, trading and battling into one of gaming’s most recognizable adventure loops. Then comes this: Fast travel is a design compromise between realism and convenience. Huge worlds feel grand, but very few players want every return trip to take the same twenty minutes.
