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Brad McQuaid as always felt that half the adventure was getting to the adventure, or traveling large distances is a adventure unto itself.
Many complain about the travel times, so VI reacted (after Brad was given the pink slip) by adding teleporters.
"How many times have you said to your group, remember the time we ran from the Freeport stone to the Halas stone? Right, never. How many times have you bellyached over running through the Karanas, racing another guild or perhaps just trying to avoid danger; maybe you were going to Paw, maybe you were going to Perma, maybe you were going to see if some rare spawns in QHills were up? Who cares, the point is - you REMEMBER those times damn well because making a player actually travel, regardless of how tedious you may think it is, puts them closer to the gameworld. It does immerse you." - Furror
While thinking back when I started playing EQ, I remember that many times traveling around the game world was exciting... the 1st time. By the 100th trip from Halas to Kelethin it's more of a pain than anything. In fact I started a wizard to port my sorry can around. (this what I always though VI true motives where). I'd shot myself my head before running across West Karana again.
While I understand the adventure if finding new places... I understand how shockingly problematic traveling though shark infested waters is. Sure I remember traveling, but most of the time I get a pain in my captains quarters remembering 8 hour corpse recoveries, and trying to get 65 people to somewhere only 35 knew where to go. I can't tell you the amount of gaming pleasure I got from these remembered experiences.
But what says you?
"elimination of any downtime and you don't have a chance to really talk. The result is no one gives a crap who you are. It's so incredibly anti-community building." - Brad McQuid (sigil games, maker of EQ)
A: 93% E: 55% S:3% K: 50%