In this cast we discuss the concept of Fast Travel and Its effect on game design

You can find the rest of the playlist at: https://soundcloud.com/redcoatvernac/sets/vernacademia-podcast-season-2

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Cliff Notes:

00:05 Introduction 01:10 Fast Travel as a Functional Tool 01:49 The Lord Vessel in Dark Souls 02:12 Fast Travel Map and Shadow of War/Morder 03:19 Fast Travel Frequency 04:25 Airships in RPGs 05:01 Fly in Pokemon 05:45 Advantages of Not Having Fast Travel 06:06 A Strong Environment Design is Needed 06:34 Dark Souls and Discoverable World Design 07:15 Super Metroid and "Getting There" 07:51 Fast Travel is an Escape 08:46 Resident Evil 2 and Lack of Fast Travel 09:46 Ocarina of Time and Hubs (Lost Woods) 10:50 Designing Hub Areas with Interest 11:27 Dark Souls and Interconnected Hubs 13:18 Dark Souls and Dark Root Garden's Design 14:19 Ocarina of Time and Limited Fast Travel 15:07 Dark Souls and Limited Fast Travel 15:30 Travel as a Form of Engagement 16:14 Super Hero Open World Games and Engaging Travel 16:29 Hulk Ultimate Destruction 17:30 Navigation Skills 17:41 Ocarina of Time and Navigation Skills 18:19 Dark Souls and Navigation Skills 19:08 The Advantage of Re-Encountering Areas 20:17 The Opportunity to Notice 21:01 Super Hero Games and Events of Engagement 22:01 Yakuza and Dense World Design 23:09 Maijima Everywhere 24:06 Guidance Systems and Maps 24:49 Doom and Maps 25:38 Land Mark Design 26:20 Mechanical Differences Between Areas 26:44 Dark Souls and Mechanical Difference 28:13 Dark Souls 3 and Going Backwards 28:42 The Difference in Engagement 29:13 Questions to Ask About Your World Design 30:40 Consider Why You Want Fast Travel 30:59 Breath of The Wild and Traversal 32:42 The Original Legend of Zelda and Exploration 33:34 Fast Travel as a Crutch 33:52 Wrap Up 34:29 Sign Off