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Vernacademia Season 2.20: Fast Travel
In this cast we discuss the concept of Fast Travel and Its effect on game design
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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
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