With Breath of the Wild and Tears of the Kingdom, I played these games under the following rules:
Do not ever teleport until it is required, or the game seems to force you to do it, and only teleport back to Ground Plataeu and/or Castle Town Ground.
ie: specific tutorial in the first hours of the game, or if you're stranded in some wacky story arena.
in BOTW, teleporting was never required.
in TOTK, I think I had to teleport twice. 1: Tutorial 2: Stuck in Lake Whirlpool Cavern
For some reason, when I describe this to a few people, it annoys them to no end. They think I'm trying to imply that they're the ones who played the game wrong.
I'm not sure where they get this idea from because I mean. I'm not sure how ignoring QoL features is playing the game correctly. I just like being inside of an open world game and becoming familiar with the open world's landmarks and features, and making the game artificially difficult.
...
This was weird in Tears of the Kingdom, especially because of the Ascend power. That power is QoL incarnate, and even I used it all of the time. However, I still refused to teleport unless I was truly stuck.
This annoyed the hell out of a few select people I talked to....
because they believed I was telling them that they were the ones playing the game wrong????? or that I was wrong to "not trust the developers" ? ? ????
...
And then they accused me of using some kind of "hover bike" and while I did end up using a quadcopter design around the 160 hour mark of my 190 hour playthrough, it had a flight time of like 10 seconds before I had to recharge my battery over and over again, or use a big-charge to extend the flight time....
which is a vehicle design that the devs placed in-world in several sections of the game.
And the vehicle I used to leave the Depths, when an ascend column wasnt an option, was a hot air balloon with a triple rocket launch boost since.. Idk.. the armories have all those vehicle parts ready-to-use... and there were still a few depths chasms that were still too deep for that to work before the balloon expired lol.
...
What a frustrating conversation to have while admiring the game for its creative spirit and its nearly absolute open design! There are very few mainquest requirements limiting access or progression. Very fun.
There is absolutely something to this, and has been for a long time.
When I designed the core layout of a certain MU*, I was aware that teleporters and teleportation reduced the solidity of such environments, made them feel less like real, tangible places, and that many such venues had been reduced by these features to a series of idle rooms that people bounced between. So I tried to design the topography so that users were obliged to occasionally walk from place to place, learn the lay of the land, start to visualize these text-based environments in their heads in the way they would a real place.
Okay, so forget the past. I play a lot of Minecraft, and I just do not use the elytra (the flying wings) except for specific use cases (bouncing back and forth between two sites repeatedly with a tight time constraint, not dying while building something really tall, etc) because they make the world smaller, they literally take you out of the world you've built and hold it at a distance. If I travel on the surface, the physicality of the world actually matters to gameplay, and furthermore I am motivated to craft the spaces between two points into something worth seeing and experiencing. I've become so aware of this that I've started to eschew the use of portals to get to my newer sites... I'd rather spend half a day boating out to a build site than bounce there through the portal system, because having to journey there makes it feel like a real locale, and in turn makes the world feel more like a real place. I've even considered building rail lines again, although there are faster modes of travel, because there is something gained by taking your time and really seeing the places you're traveling through.
And if you aren't always teleporting around, you start to notice something interesting: that you actually get to know the terrain, you learn landmarks, you reach a point where you know exactly where you are at all times in this sprawling procedurally-generated wilderness. You don't have to look at a map; this place is your home and you know it as well as anything you made with your own hands.
