Convenience vs. Mechanical Tension
MechanicsComments
I get the point about efficiency, but saying fast travel always erases geography is a stretch. Some games use it to force you into specific zones where the geography actually matters more because you are not just mindlessly walking between them.
The shift toward granular accessibility toggles changes how we should read this. When convenience features are optional toggles rather than hard coded defaults, the mechanical tension remains available for those who want it.
defaults matter because most players never touch the settings menu.
If a game is designed around a 100 hour runtime, would the removal of fast travel create a mechanical tension that actually outweighs the risk of player burnout? Some loops might only be sustainable if the friction is removed.