The debate around fast travel in open-world games is a long-standing one. Some argue it detracts from the exploration and sense of discovery, while others see it as a necessary convenience, especially in large and sprawling worlds. Recently, Dragon’s Dogma 2 has reignited this discussion due to its limited and somewhat cumbersome fast travel system. But how does this compare to other games, particularly Skyrim, a title often praised for its balance of exploration and accessibility?
Before diving into Dragon’s Dogma 2‘s approach, it’s important to understand the argument against readily available fast travel. Hideaki Itsuno, director of Dragon’s Dogma 2, explained that the game’s design philosophy centers around making travel engaging: the intention is to encourage players to truly experience the world.
“It’s only an issue because your game is boring. All you have to do is make travel fun. That’s why you place things in the right location for players to discover, or come up with enemy appearance methods that create different experiences each time, or force players into blind situations where they don’t know whether it’s safe or not then meters in front of them.”
In theory, this sounds appealing. However, many players find the execution in Dragon’s Dogma 2 frustrating.
Dragon’s Dogma 2: A Limited Fast Travel System
Dragon’s Dogma 2 does offer fast travel, but it’s far from ubiquitous. Players can use oxcarts to travel between major cities, but these routes are limited and may not always align with their desired destination. The primary method of fast travel involves Ferrystones, relatively rare and valuable items, that allow teleportation between pre-determined beacons. While you can eventually place your own beacons, these are also limited.
This scarcity creates a dilemma: should you conserve your Ferrystones for crucial moments, or use them to avoid tedious backtracking? This system often leads to players spending significant time traversing familiar paths, encountering the same enemies repeatedly, which, as the author of the original article experienced, can actively discourage exploration and quest completion. This is the antithesis of the design goal.
Skyrim: A More Accessible Approach
In contrast, Skyrim features a much more lenient fast travel system. Once a location is discovered, it can be instantly travelled to from almost anywhere on the map. This allows players to quickly move between cities, quest locations, and points of interest without the need for rare items or specific routes.
This doesn’t mean Skyrim lacks exploration. The game is filled with hidden dungeons, unmarked locations, and dynamic events that reward players who venture off the beaten path. The readily available fast travel simply removes the tedium of long journeys, allowing players to focus on the more engaging aspects of the game.
The Impact on Exploration
The core question is: does limited fast travel truly enhance exploration? In the case of Dragon’s Dogma 2, some argue that it doesn’t. Instead, it creates artificial barriers to exploration, discouraging players from undertaking quests or revisiting areas due to the time and effort required for travel.
The original article’s author provides a compelling example: being assigned a quest that required backtracking along a recently travelled path. The lack of convenient fast travel made the quest feel like a chore, leading them to abandon it altogether.
Skyrim, on the other hand, strikes a better balance. Players are free to explore the world at their own pace, knowing that they can quickly return to any previously discovered location. This encourages experimentation and discovery, without the frustration of excessive travel time.
Finding the Right Balance
Ultimately, the ideal fast travel system depends on the specific design goals of the game. While Dragon’s Dogma 2‘s approach may appeal to some players who prefer a more grounded and challenging experience, it can also alienate those who value convenience and accessibility. Skyrim‘s more lenient system offers a different approach, prioritizing player freedom and minimizing the friction associated with travel.
The debate surrounding fast travel in Dragon’s Dogma 2 highlights the delicate balance between encouraging exploration and respecting the player’s time. While the intention behind limiting fast travel may be noble, the execution can often fall short, leading to frustration rather than engagement. Games like Skyrim demonstrate that it’s possible to offer readily available fast travel without sacrificing the sense of discovery and adventure. The key is to create a world that is both rewarding to explore and convenient to navigate.