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And I think this is the real issue here. Big Open worlds are not fun. Because there's usually nothing fun to do in those big open spaces. I don't have a concrete for sure solution for that problem but I think if you were to go about solving the issue of fast travel vs no fast travel the first step would be in making the Journey the point.
How's that saying go..."It's the Journey not the destination." ?
That's what's missing from Open World RPGs.
I mean I actually do have a good starter solution. Fleshed out companions. Not Lydia "I'm sworn to carry your burdens." But like...actually written characters that you can conversate with as you walk, that you can hear conversating with one another as you walk. But that's a lot of work to make their dialogue not seem too samey so I'm not all that shocked few if any have undertaken it.
But also like...activities. You need a reason to do stuff in the areas between your destinations. Longer days with a hunger system better paced so you're not having to click to eat every 2 minutes. But rather food time is something that becomes an event. You set up a camp sit around the fire and chat with your companions as you cook up food. Maybe one of them makes a comment about something you fought that day or how weirdly peaceful the journey was this day.
Maybe someone offhandildly mentions a little brother they used to hunt with or another companion takes off for the woods saying their mother taught them a few helpful herbs to be found in this area.
Maybe your group can interact with a nearby water source for fishing or cleaning their gear.
Just...I think the world needs more random mundane **** to do in order to make Fast Travel seem like a terrible waste. Because right now, in most games? It's like you said. The meat is all in the destination, the journey is just a boring inconvenience.
This post tells me you've never played or watched Red Dead Redemption 2, because it has most if not all of those things you've talked about.
Either way, ignoring the fact that your suggestion isn't universally applicable (you can't force the journey to be the focus, especially in a large game like a Rockstar GTA-like), nothing you've said would necessarily help the problem of "open world games not being fun".
Sure, some people will find the activities amusing for a time. But what about people who just see them as a "boring inconvenience" and want to do something else in the game? What if they just want to do missions at specific areas of the game and want to cut out five minutes of going through the landscape that objectively just wastes time unless you're personally into it?
I'm not saying to strip them out of the game, but you cannot use them as an argument against fast travel.
You can't force immersion and you can't use immersion as an excuse to take out features that would otherwise help your players cut out the tedium, like fast travel or mini maps. It's a form of convenience that is open for people to use if they need to, and nobody in the thread seems to acknowledge this.
Literally nothing is stopping you from taking in the world of the game on your own terms.
It's just ridiculous and all of this is a reductive way to look at things. It genuinely makes me ask the question "if something like this is enough to break your immersion, how does doing anything in a video game not bother you?". It feels like missing the forest for the trees.
I feel the best way I can encapsulate my thoughts on this matter is through this youtube comment I pulled from Razbutin's "I Hate Fast Travel" video:
"Even in games where I enjoy travelling, I tend to reach a point where I'm sick of it and just want to get where Im going"
Which was my original point to begin with.
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