Well, it tells you that it covers a bigger area. It doesn't actually "feel" very big because it's fairly obvious that the space between settlements is made of a handful of empty repeating sets and you can go from one end to the other in a few minutes.Kick Baby Jesus to Death said:Logically, I guess you are right but FO/FO2 were able to make the world feel bigger for the players.
Technically, Fallout didn't use the infinity engine. And STALKER actually seemed to be smaller than FO3 to me. I don't know how big it actually was, but the fenced-in nature of the world made the whole thing feel relatively small and linear. Although the lack of fast travel managed to make it feel more tedious, it didn't make it feel larger because I was always backtracking.Kick Baby Jesus to Death said:Compared with more description heavy Infinity Engine, Embryo engine, which put emphasis on the sensational feel of the world, almost inevitably makes the world feel smaller, where, I guess, the "hard mode" would fit. In fact, in STALKER, which has a similar way to present the world, while the world is not big, the restrictions such as radiation and weight made the world feel bigger, for example.
Ausdoerrt said:Aaaaactually, if they added cars and got rid of fast travel, that wouldn't be so bad![]()
The strong point of fast travel is that it only works for backtracking. So, it shouldn't make the world feel smaller because you have already traveled the distance in first person. That is, unless you think making 20 trips to the same place makes the distance for a single trip feel larger. My experience is actually the opposite. My first trip on an unknown road feels longer, probably because I'm processing a lot of novel information. Although backtracking becomes progressively more tedious, the trip itself feels shorter.Patton89 said:And no fast travel. It just makes the game world seem a lot smaller than it is.
Yeah, it's unlikely that we will see a car in NV, but a man can dream, right ?
My point was that, considering that they are basically small areas jointed each other, through the usage of the main pap made it feel like a connected living world. Considering the areas where can be explored, it is illogical to even think they are bigger than the areas accessible by FO3.Dionysus said:Well, it tells you that it covers a bigger area. It doesn't actually "feel" very big because it's fairly obvious that the space between settlements is made of a handful of empty repeating sets and you can go from one end to the other in a few minutes.
Seems like you are right but what should I say, isometric games? In any case, what I meant is that bird view 2D games compared with its first person counterpart.Dionysus said:Technically, Fallout didn't use the infinity engine.
I think the lack of convenience made the world much bigger than its designed areas, which shouldn't sound illogical. The problem is that we haven't got precise data to compare each map.Dionysus said:And STALKER actually seemed to be smaller than FO3 to me. I don't know how big it actually was, but the fenced-in nature of the world made the whole thing feel relatively small and linear.
Seems like you are right but what should I say, isometric games? In any case, what I meant is that bird view 2D games compared with its first person counterpart.
I don't think it is wise to delete it. Even in STALKER, whose areas, I strongly believe, much smaller than those of FO3, it was tedious to travel back and forth. Also, the fast travel feature is not imposed on you. You can still travel on your foot.Patton89 said:So I correct myself, NO FALLOUT 3 fast travel please.
You mean, including random encounters, then? Actually, I myself suggested it in Beth forum while back. I don't know how technically difficult it would be, though.Patton89 said:Did I say delete it entirely my last post ?
Had you read my post you would have understood I suggested CHANGING it to a travel system more akin to Fallout 2.
The strong point of fast travel is that it only works for backtracking. So, it shouldn't make the world feel smaller because you have already traveled the distance in first person. That is, unless you think making 20 trips to the same place makes the distance for a single trip feel larger. My experience is actually the opposite. My first trip on an unknown road feels longer, probably because I'm processing a lot of novel information. Although backtracking becomes progressively more tedious, the trip itself feels shorter.
Ausdoerrt said:*snip*
See, I'd say that the world in the first game was blatantly discontinuous. Arcanum had a similar style with a continuous world. Of course, that was sort of pointless, which demonstrates that this issue is a lot bigger than the mode of travel.Kick Baby Jesus to Death said:My point was that, considering that they are basically small areas jointed each other, through the usage of the main pap made it feel like a connected living world.
It certainly made the game a lot longer, but if anything, excessive backtracking made the world feel smaller to me. When I first went through starting area, it felt much larger than when I traversed it at the end.Kick Baby Jesus to Death said:I think the lack of convenience made the world much bigger than its designed areas, which shouldn't sound illogical.
Yeah, but that's like saying that Street Fighter needs to have a button that allows you to skip the fights entirely, because you don't like the fighting gameplay. You're basically asking for a different sort of game. Not that there's anything wrong with that, but it goes far beyond just asking for a change in the fast-travel system.Ausdoerrt said:Therefore for me to enjoy any of the game, there would need to be a travel system that allows me to forego it in one form or another. A classic map-travel is indeed the best option, but I'm not sure how implementable that is in FO3/NV.