In GeneralFor me, warping serves four main purposes.
- Leaving buildings
- Backtracking to junctions
- Escaping to restock
- Returning
And there are two 'types' of warping with distinct restrictions.
- Warping 'out' - anywhere except live boss rooms
- Warping 'in' - anywhere you've previously visited
It's probably clear when stated like that why warping currently (a) feels so unrestricted; and consequently (b) becomes such a crutch for players.
Warp StonesThe Warp Stones idea holds appeal because it increases the restrictions from "anywhere" to "rooms with a Warp Stone" - which could be as unrestricted as now (they're seeded everywhere) or hugely restricted (they're seeded hardly anywhere). Thus whether Warp Stones helps to alleviate (a) and (b) above depends entirely on their seeding.
So, where should they be seeded? For me, to continue to use warping in the way I do now but still upping the restrictions, they would need to be spawned (underground and in Towers) at every junction, before every boss room and at every dead end. Above ground things are trickier since any spawn logic I can think of seems pretty arbitrary - but I'll touch on that below.
(I believe this system could work for buildings also but would not be against it only working for Towers - with 'ordinary' buildings using a different mechanic like an Exit Building spell, if it's not too contrived to work.)
All in all it solves (a) but not (b) particularly, as I'll still rely on them to get about.
Warp Stones - Another ApproachWhat if instead of a Warp Stone being an immobile conduit it was a small floating Stone which could follow you about? You could spawn Ilari (in much the same way Warp Stones might be spawned above) who in turn spawn a Warp Stone companion for you. So long as you have that Stone, you can warp out of anywhere. The Warp Stone could possess similar restrictions to Warp Potions now - preventing you from warping out of a boss room, for example. They'd be single-use items, allowing one warp. Probably your Ilari at your settlements would grant you such a Warp Stone too.
I like it partly because it reconciles disparity and possible confusion between different sets of logic for inside ordinary buildings, underground & in Towers and above ground outdoors. I like it partly because it's a hybrid between the existing Warp Potion system and the proposed Warp Stone system. And I also like it because it means you could be a lot more stringent with spawning Ilari to grant Warp Stones.
However, although I
like this idea, it really doesn't do anything which couldn't be achieved with simply giving the player fewer (i.e. one) Warp Potions and then sticking a few Ilari in the world to top you up. And it's not really addressing the core concerns.
Reinventing the WheelIt's probably apt at this point to take a step back and ask the question: why is the warp mechanic in Valley different from traditional dungeon crawlers at all? Traditionally you'd have two ways of travelling back and forth - Town Portal scrolls and designated warp points (after bosses usually). Why do things differently?
Now, sure, there's something to be said for simply not being derivative. But is Valley's system actually better? I'd be inclined on the face of it to say that no, it's not
better, it's just
different. But on closer inspection, there is one way in which this difference is potentially damaging. Valley's current mechanic is, above all else,
convenient.
Convenience TrapThe more I think about the current system, then more it occurs to me that convenience is being favoured above all else. Backtracking = tedious. Therefore, convenience is applied. This, I think, is wrong. It's not something I've thought about very much because, hell, it's convenient so I rely on it. But in fact, it's a bit like a problem where all the vegetation in an ill-tended park is drab and boring to look at, so a tram system is put right through the middle so people don't have to look at it. It circumvents the problem without solving it at all. Now that's not to say on occasion it wouldn't be ideal to be able to traverse the park quickly - but it's still a boring park, and will always be.
That is, unless something is done to redress the balance. Backtracking might well have been tedious - it's always going to be a
little tedious - but it's also helpful in reinforcing the sense of being out in the wilderness, far from home. You can't have one without the other!
In Skyward Sword, for example, to get back to Skyloft I
have to exit a dungeon, find a warp point to the sky, then manually fly my bird back there. Is it a bit tedious? Sure. But at no point is it
so tedious that it breaks the game. In fact, it
makes the game. The flying bits are simply amazing for capturing a sense of the scale of the world. Convenience is sidelined to an accompaniment: strategically placed warp points in dungeons allow you a quick exit; similar warp points outside allow frequent access to the sky; warp tunnels in the sky give you a big speed boost to cut down on travel time. But you're still travelling. And to get back to the point you were at in the dungeon, you're still having to backtrack from the entrance to that dungeon. It's just a pleasure to do so!
What to do?The Warp Stone ideas aren't bad ones, by any means, and fit with the Zelda example I just touched on - so I'm not ruling those out by any means. But I think there also needs to be a fundamental shift in mindset. Yes, I never played the game when you had to backtrack everywhere so I can't attest to how tedious it was. But I suggest that only
part of the solution to that tedium should be to add convenient travel systems. There simply must be some inconvenience left behind in order to maintain the scale of the world.
(Another example of this is fast travel systems - like in World of Warcraft or SW: The Old Republic - which actually involve you getting in some vehicle or on some mounted beast and watching the landscape whip by whilst you travel. Or, again from SW:TOR, proper fast travel which you can only use every 30 minutes or whatever. A counterpoint to those would be Xenoblade's fast travel, which allows you to instantly move from one warp point to another across vast distances. The reason that works, I feel, is that the distance between points is often pretty huge; and because you're constantly having to venture between points on foot to hunt down things not right next to a point.)
So, as well as adding inconvenient conveniences, so to speak, the sources of tedium need to be addressed in the world itself. I'm not going to try to do that here - it's a whole other discussion in itself - but I think it
does[b/] need to be brought back into the forefront. It's simply too easy right now to ignore the problem because a more convenient option is available.
In conclusion (TL;DR)
I'm advocating:
- The tedium of backtracking be addressed at its root
- Warping become (much) less convenient