Last time, you decided thatinterrupt attacks are better than a lore codex.

Sanity prevailed, and I thank you.

This week, I ask you to choose between upgraded movement or upgraded cardboard.

Upgrading cards in a Slay The Spire screenshot.

What’s better: Fast travel, or upgrading cards?

Your task is complete.

You’ve found the doodad.

Sitting in your cockpit in Starfield

Now you oughta take it back to the starting town.

Open up the map and fast-travel back.

No hour spent running back.

Upgrading cards in a Monster Train screenshot.

No repeat of places you’ve already seen and dungeons you’ve already rinsed.

Just hand in the doodad and off you go.

Fast travel: a too-rare case of video games respecting your time.

While fast travel is wildly convenient, I fear it can hollow games.

A game which sees the world as locations to complete tasks.

On the flipside, maybe it’s fine for games to be that.

Not every game need be a place I want to roam endlessly.

Most games are theme parks of some form, and fast travel lets an open-world game lean into that.

It’s very satisfying to have a honed deck with all upgraded cards.

The Spire-inspiredMonster Trainhinged upon upgrades.

It made upgrading freeform, taking bigger numbers and extra keywords onto cards as you pleased.

Layers of planning, optimising, and fiendish plans.

Inscryptionturns upgrading bloody in a delightful way.

I like upgrading cards more than many other types of unit upgrades partially because it feels a little wrong.

You couldn’t do this so easily with cardboard.

But here I am, scrawling new, bigger numbers on top.

And I’m winning while doing it.

But which is better?

Fast travel is undeniably handy but I fear it’s had an insidious effect on games.

Upgrading cards wins it for me.

But what do you think?