I'm in agreement with pretty much all of those except for the fast travel.
I actually like navigational challenges, and being forced to make decisions on carry weight. And yes, you can turn off all the miriad markers, and refuse to use fast travel, but that's not really what I mean. I prefer a deep ingame system for travel, rather than the shallower one they usually leave in it's place in the others.
For instance: Morrowind had special teleports, which, unless you had them as spells, you'd have to buy as scrolls. Each large town had a mass transit system, and most roads were sign posted. Exploring was one of the big things in that game. Those teleports could solve problems, outnumbered? Encounter a too dangerous enemy? Use an intervention scroll. Similarly, there was great depth in learning how the mass transit system worked: The routes had different costs, and different stations only served other certain stations. You ended up learning the landscape, and how to get around. It was added depth, that they stripped out. It's not that it's easier, it's that it's more boring. And when they add in quick travel to TES for instance, they actually reduced the effort in that playstyle.
Compare Skyrim, which had massively cut down on the mass transit, gives players the ability to fast travel from anywhere, to almost anywhere, and doesn't leave the option for that added depth, whilst also removing challenge (Run far enough away from an enemy, you can teleport away). It's doubly frustrating, because I decided I'd explore everywhere on foot, and Skyrim has so many
more encounters you'll have on the roads, and the small towns (While I think there are fewer), are often more interesting. There really is so much more when you're doing it with less. The game is actively trying to get users to cut content, which is just ridiculous to me. And horse travel, introduced in Oblivion, clearly wasn't well considered, because combat isn't possible on horseback. You had to wait for an expansion to Skyrim to get that. Did no one test this and find it odd?
I much prefer the depth introduced by leaving in some navigational challenges, and the use of a more Journal than Quest Log approach, it adds to the depth, and the immersion. It doesn't work for everything, and some games may even be better with it. But it's not always the case that it's just something you can take out. And when you take it out, you leave behind a gaping hole in the depth, which you had better be prepared to fill.
EDIT:
SirBryghtside said:
You beautiful bastard. You ninja'd me completely.