Personally, I think that the fast travel, and anything that takes away from the alive world systems or original design concepts for the sake of saving time for people that like to replay the game 100 times, want fast target farming and ways to fast travel to those areas, and don’t want the more emergent systems that the game seems to be directed towards; is going to dumb down the game overall.
I want to see an emergent (alive) world. I want many reasons that benefit me traveling through the world. I want dynamic events happening in the world to make it feel alive. I want to be rewarded by random loot as I’m doing my explorations through the world. I don’t want area target farming and fast travel.
For this reason, I don’t like the fast travel idea, and I hope they put the fast travel in a separate mode that doesn’t commingle with the original flavor of this game for the sake of speed running and multi-realm target farming like some Korean grind game.
I think it’s good that there are options so people aren’t forced to play without fast travel, but for the sake of community in games (when I talk about playthroughs with others), I want to know if they are playing normal mode, hardcore mode, or speedrun mode. This way, if I want to develop a group that I talk with about this game, I know we are on the same page with our experience. Otherwise, I’ll have some target farming, fast traveling gamer telling me how easy it is to do this or that when he’s playing a totally different game.
I hope they keep fast travel out of hardcore mode.
Also, the concept of “if you don’t like it, don’t use it” doesn’t fix the fact of “if the game has a mechanic, then self-imposing difficulty by not using it isn’t as rewarding.” It’s like saying here’s a game with weapons and armor, but it’s a choice if you use weapons and armor. We play the game by the mechanics they give us. If those mechanics are cheap and easy, then the overall experience of the game is cheap and easy. It doesn’t matter if we can play the game with a dance pad for extra difficulty.