by Seignar Thu Jun 13, 2013 11:05 pm
The way I see it, it heavily depends on how the game world is done. Fast Travel does not work on some games and does on others for various reasons. If they were to allow warping from the very beginning, it could mean many things:
- There will be many areas that trap you (Already seen in the demo, the player dropped from the stairs at the very beginning of the level and was unable to return, separating them from the bonfire). On another topic, this seems to indicate a well-played maneuver in order to prevent running back to the bonfire in case of bad luck, making your punishment all the more likely to be death.
- There will be few ways of backtracking. This is actually a good thing in terms of gameplay. It means that they can take a more Demon Souls approach since they aren't forced to connect areas in order to double back to, unlike how they had to connect Blighttown to Firelink and make a long, boring path back. They could, for example, make an entire castle level to explore, without having to worry on how to connect each section to the next, letting them design the level better.
- Less shortcuts. Again, this is something with designing the level. If you aren't allowed to warp, they have to make shortcuts and that means they have to design the shortcut, which can take away time from making another obstacle instead. Also, creating shortcuts reduces the dangers of dying since...you have a shortcut.
So, the idea of being able to warp from the get-go is good if they plan on creating more treacherous pathways in between them. Players already have incentives to stick around places in hopes of finding secrets or conquering an optional enemy. Being able to warp from the start gives them excuse not to create as many shortcuts, create more "Path of no return" as seen in the demo and overall let's them be more free with their level designs because they don't have to worry about connecting areas as much and can space bonfires even further.