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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.In fact, as a DM for D&D... I have "Fast Travel" as well. It isn't quite the "teleport" nonsense, but it is largely a "where are you guys going and what route are you taking?". I then roll for events along the way. I typically try to roll an event for every 6-10 miles traveled. Sometimes, nothing happens. Sometimes, interesting things. But, it makes the travel from one location to another a few simple dice rolls. Players' food/water is deducted appropriately along the journey, and we're back to the game. To the fun bits. Combat. Exploration. Discovery. NPC interaction.
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)What may have once been a journey around some mountains and through a forest is now an easy bridge crossing at Level 25
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.You really need it if you have a large game with backtracking.
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.Would other "Final Fantasy" games like 6-9 feel like part of the game was missing if they only chose destinations from a list? Yes, imho. Its not just the fights that drives these; there are puzzles, one way dungeons, a need to upgrade to the next mode of travel/open a path, finding secret locations.
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.
