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From: JAB <noway@nochance.com>
Newsgroups: comp.sys.ibm.pc.games.action
Subject: Re: What Have You Been Playing... IN APRIL 2025?
Date: Wed, 7 May 2025 09:32:53 +0100
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On 06/05/2025 22:24, Justisaur wrote:
>>> You can break that thread up with other things, but I would say the main
>>> problem here is a) writing, and/or b) CRPGs are just not good at this
>>> kind of thing.
>>
>> Oh I agree with b), one of the nice things about TT RPG's is that you 
>> can cut out all that fluff without breaking immersion. You want to go 
>> all the way across town to investigate where you think someone lives. 
>> Well five seconds of narration and you arrive there and the story 
>> carries on.
> 
> You could cut all that out, and a lot of games do by allowing you to 
> teleport to places you've been before.  Or in the old, old days of 
> random encounters on a map allowing you to cover a lot of distance and 
> if anything interesting happens it just takes you to that particular set 
> piece (thinking of fallout 1 & 2) which is my favorite way to handle that.
> 
> Apperently there's a lot of weird people who like just tooling through 
> everywhere repeatedly as evidenced by the GTAs and Cyberpunk though. 
> Although generally it's a lot faster in a car.

In CRPG's I do find it breaks immersion if you can use fast travel for 
small distances, say within a town. It could be that I've just so used 
it being like that and not that it's really a problem. Shadowrun did it 
by literally just saying this is your mission and then plonking you 
outside the location but I would say it was more of a tactical squad 
game than a 'true' RPG.

The best option would seem to be just to give the option of fast travel 
for short distances and those that want to use it can but there would be 
the problem of where do you put all those side quest givers that you run 
into.