
TGR's Jeffrey Matulef reminds readers that slow exploration can be integral to immersion, and that heavy use of "fast travel" can ruin potentially captivating experiences.
"It was so offensive to me"

The Outerhaven writes: Being fans of Fable, we decided to do an in-depth retrospective on the Fable franchise, exploring its choices, consequences, tone, and lasting impact on RPG design.

The Outerhaven writes: An in-depth retrospective on the Fable franchise, exploring its choices, consequences, tone, and lasting impact on RPG design.
I think it's good to have some form of quick travel, but I do miss the days of levitating around in morowind to get from place to place...
I feel like I know where this spawned from...
While a lack of a fast travel mechanism adds a certain (and often welcome) sense of exploration to a game, it can also become an exercise in monotony very quickly if not properly implemented. Do I, as a gamer, want to spend long stretches of time going from place to place? It depends on if there is something to keep me entertained along the way...