Do we know better? Everything we see seems to scale, from temples to houses to chairs to cups. Distances are measured precisely during combat, down to the decimeter. Considering how detailed the world is, why should we assume the space between landmarks is abstracted and condensed?
Bcs of this map:
![[Linked Image from gamespot.com]](https://www.gamespot.com/a/uploads/scale_super/1585/15855271/3743583-bg3map.png)
We know that on the right side, there is Baldur's Gate city ...
That zoomed frame kinda mess with our measuers yes ... but even presuming its in the farest rim, it still leave us with the expression that space between landmarks is abstract.
Proof:
Tieflings litteraly tells us that travel to Baldur's Gate will take at least 10 days ...
Therefore we follow the road and separate it to 10 aproximately simmilar segments ...
We get to conclusion that only walk from the Grove to the Blighted Willage takes at least 1 day ... from the Grove to Waukeen's rest at least 2 days ... etc.
In game tho get from the Grove to Waukeen's rest takes aproximately 2 minutes.

It also explains why our characters so often starts to cry for rest so often ... since while we traveled for only few minutes, they actualy travel for LOT AND LOT more.

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It would be better tho for narrative reasons if we would have just small hubs (containing only surrounding of specific landmark) and short traveling animation between them ... and i still believe that IF (and i doubt that) Larian would REALLY and i mean REALLY REALLY want ... this change would still be possible!
They would just need to draw a line between certain hubs ... make skybox aproximately twice as big and add some filling (like threes or hills, etc) in between them. :-/
Then create some traveling animation between those hubs ... and places where this would be starting.
Not sure how well this would work in multiplayer tho. :-/