Travel Time

I’m one of the many people who complains frequently about tedium and inconvenience being unfun. I have limited playtime now that I’m married, with many of my sessions capping out at an hour or less. Any time there is a time sink introduced into a game that I see little value in, I get extremely frustrated. The more often that happens, the sooner I am likely to quit playing a game entirely. It’s a wonder, then, that I don’t have a problem with travel time.

Actually, I do have a problem with travel time in some games in that I feel it’s too short. What I don’t have a problem with is the idea of long travel times between locations that are geographically distant. Why? At this point, I still only have theories. It’s just one of those things that doesn’t entirely add up to what I normally consider my play style preferences (I like immediate gratification, I don’t have much time to play, etc.). I’m hoping some of you have theories about travel time. Why do you like it? Why do you dislike it? Why does it belong (or not belong) in an MMO?

Do I simply tolerate travel time because it doesn’t disrupt my enjoyment frequently enough to make me quit (Lengthy Parenthetical Tangent: This is part of a theory I like to call, as of 30 seconds ago, the Disruption Frequency Quotient–any time a player’s enjoyment of a game experience is disrupted, he becomes less likely to pursue enjoyment in the same game. If Enjoyment Disruptions / Total Time = Too High [some number I've yet to bother inventing], the player will quit)?

Or, do I actually like travel time? As with most things, it’s probably some combination of both. I do believe that having some travel time in your world makes the world feel bigger. Instant travel removes that size of the world from the experience entirely for me, and for me it cheapens the game. I like to explore and find my way to places in the world. I like to navigate through scary locations and feel like I accomplished something by getting through to greener pastures.

Strangely enough, I don’t even have a problem with doing this more than once. There is some point at which I become tired of making the trek, but it must not come as quickly for me as some people. What I’m saying is that, while I am okay with the idea that after you’ve gotten somewhere the “hard way” once, you can get back there quickly from then on, I’m still not the biggest fan of it. Or, perhaps I’m just not the biggest fan of how it’s been implemented in games so far.

In some games (see: WoW), I just need someone who can summon me to some distant land where I can somehow bind myself (e.g. Talk to Griffon tamer) and completely bypass the effort involved in getting to the place. But at least in games like World of Warcraft, I have to physically transport through the world. In some games, I can instantaneously transport places I’ve been to or, in some cases, I can instantly transport to places I’ve never even been. I loathe the latter example the most.

Back to the original question: Why do I like having travel time? What the hell is my problem? Why am I okay with it despite my massive lack of playtime? Heck, I don’t know, I’m just taking stabs in the dark right now.

Perhaps one of the reasons is that increased travel times can actually make me stay in one place for much longer. Why is that good? Well, I’m much more likely to get attached to that place. If I’m there each time I log in and each time I log out for a good week or more, it will hold a larger place in my heart than if I can just zip around everywhere all willy-nilly. Maybe I’m just delusional and that’s not even one of the reasons I like travel time.

Maybe I like it because it can enhance a community? With longer travel times, people tend to establish just a few places to congregate and meet up rather than scattering all over the globe (or they have many locations to meet in micro-communities rather than one huge server community). This seems to strengthen the bonds that players have with one another and with the place that these meetings occur. On one of the servers I played on in EverQuest, that was East Commonlands. On another, that place was North Freeport. Was that an issue of travel time, though, or was it because there was no formalized auction house and people had to find a common location to buy and sell?

I suppose this is a decent stopping point. I’d like to see what other people think about travel time and the pros and cons related to long and short travel, and maybe I’ll continue theorizing with a follow-up post in the future.

I’m sure there is some solution out there that will allow us to get most of the benefits from having both long and short travel times, but those need to be identified before they can be achieved. Maybe making players connect-the-dots with portals or travel points would help do the trick–you can’t bind to the portal in Location Y without first binding to the portal in Location X or Z, so you can’t be summoned by a high level buddy and bind immediately. Maybe you have to travel from point to point in succession even if there is relatively instant transport (Asheron’s Call). We’ll see if anyone has any solutions out there, or if the best solution is already implemented in an MMO out there.


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