The main thing I remember in his reasoning is that fast travel was a good feature
This will always be my Principal Skinner "no it is the children who are wrong" moment. I loath fast travel mechanics in just about every game. It (along with quest pointers) always turn any game into a menu cycling slog. This seems to have culminated in Starfield; I never bothered with it because although it looked like the game 12 y/o self would have died for, every review showed the gameplay to be a series of fast travel selections.
In order for fast travel to stop being a common mechanic, we need to kill off "open world" games as they currently exist.
Because they value size and story over fun. Sure its cool to run my way to X town the first go around, getting lost exploring things I see along the path. But the 9th time I need to travel there to "talk to Y Guy" to progress a quest, they better let me just skip the walk that no longer has anything possibly interesting along it.
This will always be my Principal Skinner "no it is the children who are wrong" moment. I loath fast travel mechanics in just about every game. It (along with quest pointers) always turn any game into a menu cycling slog. This seems to have culminated in Starfield; I never bothered with it because although it looked like the game 12 y/o self would have died for, every review showed the gameplay to be a series of fast travel selections.
In order for fast travel to stop being a common mechanic, we need to kill off "open world" games as they currently exist.
Because they value size and story over fun. Sure its cool to run my way to X town the first go around, getting lost exploring things I see along the path. But the 9th time I need to travel there to "talk to Y Guy" to progress a quest, they better let me just skip the walk that no longer has anything possibly interesting along it.