To me rift gates aren’t the main issue (they could be a potential solution to mitigate the problem but not the root problem).
The root problem to me is run speed. Between Diablo 1, 2, and GD, GD makes run speed the most important trait for me. I could care less about run speed in Diablo 1, in Diablo 2 I cared about it slightly more but not that much.
In GD, the difference between 100% and 135% run speed to me after the first few playthroughs is the difference between tedious/boring and fun.
I think it’s because GD has a more seamless but sparse world where you have to travel everywhere initially by foot and you have quests which have you spending a lot of time going from point A to point B, and sometimes repeatedly with bounties. A lot of the freshness of exploring this massive world is lost after a single playthrough and continues to diminish with repeated playthroughs. Going from Pine Barrens to Tyrant’s Hold for the 100th time to defeat BloodFeast starts to feel extremely tedious – and it’s not tedious because of the mobs we have to fight along the way, but tedious just because of the freaking walk all the way from the pine barrens riftgate through Jagged Waste and Shaded Basin and into Tyrant’s Hold – again this game makes me notice run speed more than any other game of this sort that I’ve tried (haven’t played Diablo 3 much, but it might have a similar problem). Same thing with like Broken Hills to SoT (I hate the walk – Broken Hills feels sparser and more repetitive than any other map to me).
This detracts from replayability to me. GD is more fun to me than even Diablo 1 or 2 in terms of character builds to try and gear sets to try out, but it’s less fun to me when it comes to replaying the same maps and quests over and over since it puts a much bigger emphasis on traveling by foot (actually and also psychologically).
That, to me, is kind of a weakness in a game that rewards being replayed over and over with a wide variety of character builds and with a variety of difficulties. The more sophisticated it gets with quests and bounties and seamless maps you travel through by foot, the more tedious it becomes on subsequent playthroughs. Again I want 135% run speed on every freaking character now and I miss skills like blitz and shadowstrike when I don’t have them not because of their intended attack purpose, but just to move around more quickly from one place to the other.
Another thing about GD is that quests are very rewarding (ex: experience-wise). I notice even with level 80 characters that solving some side quest gives me a very healthy chunk of experience, while just grinding and killing enemies is painfully slow. In D2 after playing through the game the 1000th time you could just skip most quests except some key ones that were especially rewarding and not miss out on much. In this one, I think you miss out on too much if you play that way and rush through while skipping the majority of quests. That also makes you notice the traveling a lot more with a lot of your noticeable time spent just walking and walking and walking and not so much weaving from action to action.
This is not something I expect to ever be changed in this game drastically (and I consider GD to be the most awesome game in years that I’ve played in spite of it), but it highlighted to me that it might sometimes be preferable to be a little less sophisticated when it comes to quests and make smaller but denser, challenging maps than huge ones where you spend a lot of time just walking around – at least for a grindy kind of hack-n-slash game like this.