ast travel should remain optional but must be implemented as a baseline feature. Even meticulously crafted open-world games like Red Dead Redemption 2 include map teleportation—though some players never use it.
A well-executed open world naturally discourages fast travel through organic discovery. When environmental storytelling, dynamic events, and meaningful traversal mechanics are prioritized - like Elden Ring’s hidden caves or Zelda: Breath of the Wild’s physics-driven exploration - players will voluntarily abandon waypoints because the journey itself becomes rewarding.
Fast travel is absolutely essential
I propose a tiered waypoint system:
Minor Waypoints: Restricted to inter-city travel (e.g., capital hubs)
Major Waypoints: Unrestricted fast travel
If the developers address this through player-centric design, it would significantly boost positive reception."