This exactly is what made me wonder about the "immersion" of removing fast travel from Skyrim. I do this all the time in roleplaying because even if travel is dangerous, it's not necessary to roleplay out the entirety of it. This sounds like a great alternative to fast travel. If I had to go back to a certain city but now I've unlocked quicker pathways that makes it a breeze to get there, it's in effect the same thing without stepping outside of the normal mode of transportation. (As for actually needing it in your game, that honestly depends on how much backtracking you have; see below) Backtracking is probably its own huge discussion, but after playing Octopath Traveler some, yeah it's definitely required when you're bouncing around the world like crazy. In fact, now I wonder what a Bethesda game that is linear would play out like without a need for fast travel. Up through 10, Final Fantasy is more than not a linear series. You don't often need to go back to a town you've been to before and in some cases (FF4) being able to go back would undermine the story (the first arc has a large thing about getting back to the first city). In fact, 10 doesn't even pretend to have a world map to explore, instead giving you every path to go through and explore, and only once you've explored everywhere does it give you an airship to go back and do all the optional stuff. FF6 actually does quite the neat trick with this. The first half of the game is basically linear, making you go through a straight story and pick up all the characters. The second half now breaks the story up completely, letting it work in any order and basically asking you to go everywhere while giving you the ability to do so very quickly.