![]() It is crap because everyone is expected to have their own car. I can think that it is silly that I need to own my own car, but I can't just get rid of it on principle because the public transportation where I live is crap. This is why arguments like "If you don't like it don't use it" fall flat for me here, because this isn't a feature that exists in a vacuum. Certain problems with the game could be ignored without cost because the player could easily fast-travel, or rather, they weren’t problems because of fast-travel. Many of the choices the designers were making leaned on the idea that fast-travel was there for the player. The problem with playing a game like Fallout 4 without fast-travel is that the game was designed around the idea that the player has fast-travel and would use it all the time. My point here is we have this tendency to think of these in game conveniences as though they are absolute goods, but they are really choices that have both costs and benefits. Is it a good idea for every game? Of course not. Removing this convenience creates a constant, inescapable tension that is perfect for these games. ![]() The game even continues when you do inventory management. For example Dark/Demon's Souls and Dead Space are better because they removed the ability to pause the game. It is easy to forget but removing mechanics can be just as powerful, if not more so, then adding them. ![]()
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