[quote=DumbleDorf]
So your argument isn't quite valid...
The fast traveling option would even encourage having less compressed theme park maps.
I like to compare this game maps to the worst example of the Infinity Engine: Icewind Dale 1. The first real set of maps (crypts) shows how a poorly design map can pad the game exhaustively.
"Fight skeletons, loot...inventory full. Walk back to the shops for 5-10 minutes depending on how deep you are in the dungeon. Walk all the way back and resume fighting. Inventory full, repeat."
Hahah, thanks for sharing that.

This brought back memories of me playing plus stories of others playing, and how differently people played those games. I've played through IWD1 multiple times (more so than BG2 for instance), but not once had I ever done this. I always only got back to Kuldahar once each area was finished. (I've heard people obsessed with looting played BG1 in a similar way by the way, which is why limited inventory was such a bug bear for them -- here too I only picked up what was unique and valuable, not every single object you find, which given all enemies drop their equipment, are a ton). This sounded equally as annoying, as they traveled back between loot and shop until everything was sold.
It's only in PoE that I've adopted that style of play, as you could pick up stuff without worrying given the unlimited pockets (unlike, say, Pathfinder Kingmaker, where exhaustion, travel speed and object weight is a real thing, which I thought was refreshing as it once again forced me to consider what was "valuable"). Neither Infinity Engine game was designed that you were forced to do any of this, luckily.