
Originally Posted by
Quanta
I can feel involved in a massive world without the developers adding pointless timesinks that are totally unimportant to the game itself. I can imagine, for instance, that the events of FFVII took months to complete, and that I haven't seen every town or village in the world because they're completely unimportant to the plot. Adding those villages with nothing to them except bits of dialog from the 2-3 inhabitants that would be shown and maybe a potion in a chest would not enrich the game or make it more believeable because their existence has no bearing on what I'm trying to accomplish, unlike every other location in the game. In Mass Effect, watching my ship travel through the void of space wouldn't add anything to the experience, so it's omitted. That doesn't stop the developers from getting the point across that space is vast, or that the places I visit in my quest aren't enormous. The Citadel would seem a lot smaller than it really is supposed to be if you could visit every end of it, hence why you're confined to small sections of the areas you're allowed to visit.
In other words, game worlds feel massive when you're only shown bits and pieces, and your imagination is allowed to fill the empty space. Being able to experience the airship ride and seeing the same passengers on the boats over and over again would rapidly make the world feel smaller, because the patterns are easily recognizable; the absence of the ride allows you to fill in the blanks yourself, and helps to maintain the fiction that the world you're in is ginormous, and you're not, in fact, riding with the same "Worried Adventurers" over and over again.
Some games do have final bosses that go down in 3 hits. Super Mario 64, for instance. That doesn't make the fight any less of an epic final encounter, though. The challenge lies in being able to land the hits in the first place, something that the boss and the arena you fight him in try to make as difficult as possible.
True, the journey is important, but only the first time on a given character. Once my Warrior kills the Wizard King once, killing him again isn't a worthwhile pursuit unless there's additional mechanics at work in the 2nd fight. A 3rd fight is even more pointless unless, again, new mechanics are introduced. And that's never the case unless you're playing WoW, whose bosses follow patterns rather than adapting to circumstances. Once you know the pattern, the boss is easily beatable on all subsequent characters, so long as you're proficient with them.
What's to be gained from a mandatory ride other than a convenient spot to AFK for a few minutes? Unless you can fight, gather, or have access to unique crafting opportunities on the boat, there's zero purpose to it taking any longer than the departure and arrival cutscenes. The whole "doesn't make sense" argument doesn't fly with me, because anyone with even a tiny bit of imagination understands that instant-travel airships are abstracted for the sake of brevity. Remember, we're playing games where hundreds or even thousands of people somehow manage to live together in an area that only has two buildings and no signs of agriculture, where all wild animals seem to breed like rabbits, where the same patch of mountain has minerals that never run out. All of those things are far more worrisome to the believability of the world than instant-travel airships, yet we handwave them because adhereing strictly to reality in those instances would result in a game that's far more terrible and puts far more strain on our willing suspension of disbelief.