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?
The Howling Fjords starting zone is built heavily around sheer drops, switchbacks, irregular terrain and slow lifts. Its very existence is a poke in the eye for people who thought that the nether drake mounts they spent weeks grinding faction for made them the kings of shit mountain.
The issue isn't that transportation is slow, it's that it's boring.
This is where static content fails. There is hardly ever anything new going on in an area you've already visited. Maybe game developers should focus less on expanding worlds when they do expansion packs and such, and more on coming up with systems for dynamic content delivery that mimics a living world better.
I wouldn't mind a 10 min trek through a known area, if the monsters changed, little random quests popped up, or whatever else happened on the way.
The issue is plainly the static nature of the world, not a lack of teleportation (or whatever other system is suggested)
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.
That is actually a great idea. I might start developing a work commuting simulator. Driving to work in real time. Spend up to 2 hours on congested freeways per trip depending on actual server load. With all the great distractions of way-too-cheery morning radio show hosts and spilling hot coffe on your lap (cup holders can be purchased at higher levels, or stolen if you are a rouge character). That is time well spent on those boring weekends or for the unemployed. A game that with a huge potential demographic.
Why would you pay to wait???
As the Lead Designer of the PC game Majesty explained to me the technical term is called "Dead Time." If the player is _bored_, you hav _failed_ as a game designer.
Anyone who thinks waiting 20 mins in a MMO getting one from one destination, has never played D&D. D&D has almost _zero_ dead time. Want to travel north? Ok, GM rolls a die, and usually 1 or 2 things happen.
1. Ok, you're there. Now what?
2. Half way there you get attacked. Now what?
In CRPGs, there needs to be a balance. Ultima Online showed that if any one can recall, then yes, the world does seem small. WoW has shown us that suckers, er gamers, will put up with paying to wait. In Diablo 2, there are check-points (waypoints) that once you reach them, you can instantly travel back to any of the ones you have reached. Guid Wars does this exact same thing. Want to travel back to any city you have previously reached. Bam, there. I would limit the distance warped, or allow mages to _sell_ tiered portal scrolls that allow for greater distances.
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.