The Frustration of Restricted Movement in Open-World Zombie Games

10/05/2025
This piece examines the contentious issue of lacking fast travel mechanisms in the video game 'Dying Light: The Beast', highlighting how this design choice, intended to deepen player immersion and exploration, frequently results in player annoyance and inefficiency.

Unleash Your Freedom: Why Every Open World Needs Swift Journeys

The Struggle for Convenience: Navigating the Expansive World of 'Dying Light: The Beast'

Embarking on a new mission in 'Dying Light: The Beast' often entails extensive treks across the vast map. What might seem like a straightforward journey can easily stretch into a fifteen-minute ordeal, purely due to the game's apparent aversion to convenience. It appears the developers intended for the protagonist, Kyle Crane, to endure constant hardship, even in transit.

The Double-Edged Sword: When Encouraging Exploration Becomes a Hindrance

The omission of a quick transit system in 'Dying Light: The Beast', Techland's latest zombie-slaying adventure, is ostensibly designed to encourage players to explore every nook and cranny. However, for many, this design choice only breeds exasperation. Even after carefully weighing the potential benefits of such a restriction in an open-world zombie survival game, the arguments in favor often fall short, much like Kyle Crane when he's hastily propelled from a rooftop.

Parkour's Prowess vs. Repetitive Rhythms: The Limits of On-Foot Exploration

One might commend 'The Beast's parkour system, and rightly so, as it is expertly crafted. Yet, even the most exhilarating movement mechanics can become tiresome when they are the sole mode of traversal. While vehicles are available, their utility is constrained by limited access, fuel, and suitable roadways. Discovering new locations is undoubtedly a cornerstone of open-world appeal, but this allure diminishes significantly after repeatedly traversing the same paths, leaving little left to uncover.

The Cycle of Tedium: Quest Design and the Illusion of Exploration

My initial forays into the urban sprawl of Old Town in 'Dying Light: The Beast' quickly revealed a pattern: the game seemed to deliberately lengthen travel times by scattering objective points within single quests. A side mission led me to a dark zone, prompting a search for the nearest vehicle, a drive towards Old Town, an inevitable fuel depletion, and a lengthy on-foot journey. After confronting the zombie horde, the next objective, frustratingly, directed me back to my starting point on the opposite side of the map.

The Paradox of Scale: Why Smaller Maps Benefit from Quick Travel

While 'Dying Light: The Beast' does not boast the largest map in the open-world genre, this observation ironically strengthens the case for quick transit. If its absence causes annoyance on a more contained map, the frustration would only escalate on a grander scale.

Beyond Exploration: The Pursuit of Efficiency and Narrative Immersion

Admittedly, strategic quest planning could mitigate travel time, but does this truly constitute "encouraging exploration," or is it merely "minimizing inconvenience"? When deeply invested in a storyline and eager to advance the plot, the desire to complete other objectives first often wanes.

Preserving Thrills: Creative Solutions for Quick Travel Implementation

One compelling rationale against quick travel is the preservation of suspense, particularly the heart-pounding moments when night descends. However, clever workarounds could easily address this. For instance, prohibiting quick travel from Dark Zones or positioning transit points just outside safe areas would necessitate a brief, tense dash through the darkness. Alternatively, allowing quick travel only between established transit points could reduce travel time without enabling instant teleportation.

Enhancing Realism and Choice: Diverse Approaches to Transit Systems

Numerous modifications could maintain the game's realism and spirit of open-world discovery. Limiting quick travel to vehicle spawn points, imposing an in-game monetary cost, or integrating random encounters during transit (such as unexpected enemy attacks) are viable options. Furthermore, it's logical that new quick travel points should only become accessible after thorough exploration of their immediate surroundings.

The Ultimate Freedom: Empowering Player Choices in Open Worlds

Ultimately, the most potent argument for implementing a quick transit system is player choice. Even with such a system, players who prefer traversing the world on foot or by vehicle would retain that option. Conversely, those with limited gaming time or a preference for focusing on other in-game activities could allocate their time more efficiently. This, in essence, embodies the true sense of liberty an open-world game should offer.