Why Don't MMOs Allow Easier Transportation?
Rock, Paper, Shotgun is running an opinion piece which asks why the majority of MMOs force users to spend a fair portion of their time traveling around a virtual world. At what point does moving from one location to another become a chore? From the article:
"I love big, explorable worlds. They're by far one of my most favourite things about games. Running off in a direction without any idea what I might encounter is a rare pleasure, and one far more likely to result in an exciting discovery in a game's world than the real one. ... Not knowing what's coming up is huge and exciting, and I'd not want to take it away from gaming, not ever. But you know what? Once I've been there, that moment's gone. I've discovered it already. I did the exploring. I don't need to spend half an hour of my time that I've allocated for playing games trudging at whatever stupidly slow speed a game's decided to impose upon me. There is no good reason, whatsoever, to not just let me be there."
If you allow teleporting from anywhere to anywhere it doesn't matter how big you make your world, because to everyone it will feel small.
In regards to why World of Warcraft uses the "flying on a griffin" form of "slow portals", that's cause they've read Bartle.
How we know is more important than what we know.
More time travelling = more time playing
More time playing = more money earned
All MMOs have some kind of timesinks. It may be grinding, traveling and so on. If there was no timesinks, the game would run out of content pretty fast.
When asked why, the answer is almost always: "It's 2014".
Wait ... running around in a big world, causing people to spend massive amounts of time traveling and not actually doing anything else in the game is ... suspense?
I don't think you quite understand what Hitchcock was saying.
The Deeprun Tram?
If you could teleport anywhere within a game at any time instantly, the best places, best quests, and so forth would all be overcrowded. It's like if you could teleport anywhere instantly in real life. The California coast would be heaving every weekend and evening and numerous "hotspots" would be crowded with tens of thousands of people 24/7. Popular areas in existing games have demonstrated this, since they're usually the easiest places to get to. A key example is outside the bank in Ultima Online's Britain.
Guild Wars' method also has one *very* important advantage going for it: 'lowbie' areas still have people in them.
I can be playing with my Warrior main, doing a mission on Cantha's mainland when a guild mate asks for help on a new Nightfall character. I just hit 'M', select the little ship, select the continent of Elona and 30 secs later I'm standing in the middle of Kamadan, port city of the Elonian continent and 30 secs away from any outpost in the Nightfall campaign ready to help him out.
That ease, in turn, also means many 'lowbie' areas are full of lv20s selling their wares and giving free stuff to newbies, since there's only a 30-sec difference between idling on the Realm of Torment or idling on Old Ascalon and helping/pestering newbies more than compensates for that.
But who's gonna spend from 30 mins to an hour in WoW going to a lowbie area and back just to help somebody else? let alone sell or give out stuff to random newbies. From what I've heard playing the lv1-60 content in WoW these days is pretty much like playing a single-player RPG, except with a monthly fee, and that's very much a result of long travel times, IMHO.
No problem is insoluble in all conceivable circumstances.