oldmanpaco
Master of Siestas
If you don't get a Black Egg onto the Crystal Planet in nine months the starport gets pretty lonely.
I didn't have a problem with them in Fallout, but many others did, the kingdom management/time limit in Kingmaker is what stops me from playing it.
I would argue you can't have meaningful exploration without a time limit because it just makes it a time sink. Like your success is guaranteed, it is just a matter of going through the motions. Compare to something like HoMM3 where exploring can be rewarding (wow that tome of earth is defended by just a throng of skeletons) and risky (ah fuck my hero can't make it back to town in time to defend)mostly because I love exploration and time limits are counterproductive to that
That wasn't pressure in the sense that something would happen, that was just persistent harassment. The level of harassment would never become unbearable nor would any failure state occur if you just maintained the status quo.
That wasn't pressure either, that was just a form of hunger, and it was possible to basically just farm the relevant level and maintain status quo indefinitely.
I would argue you can't have meaningful exploration without a time limit because it just makes it a time sink. Like your success is guaranteed, it is just a matter of going through the motions.mostly because I love exploration and time limits are counterproductive to that
I'd say that in Fallout it actually wasn't, because the time limit encouraged you to be more thorough with each location before moving on. It was travelling that really cost you, so you had to plan your trips carefully (that is, until you knew how plentiful the time limit actually was).If people like time limits, more power to them, but I avoid all RPGs that have them, mostly because I love exploration and time limits are counterproductive to that
I'd say that in Fallout it actually wasn't, because the time limit encouraged you to be more thorough with each location before moving on. It was travelling that really cost you, so you had to plan your trips carefully (that is, until you knew how plentiful the time limit actually was).If people like time limits, more power to them, but I avoid all RPGs that have them, mostly because I love exploration and time limits are counterproductive to that
When used effectively, time limits can add a great deal to a game in the form of another resource to manage, as well as discourage the usual degenerate behaviour like rest spam or repeated trips to traders in order to sell every piece of junk you found in a dungeon.
Games themselves are preoccupied about how their players play them.I'll never understand the mindset of people preoccupied with how other people play their games.
Games themselves are preoccupied about how their players play them.I'll never understand the mindset of people preoccupied with how other people play their games.
Might as well fault a game for not giving you infinite HP or whatever. "How dare the game say this Goblin killed me!"
Seems pretty rare in Western RPGs.
A nice compromise I think was Majora's Mask. There time flows, but you are given tools to reverse it. It's still kind of a failure state if you don't accomplish your goals in time and you have to rewind.
Realms of Arkania has a lot of resource management/survival elements - resting to heal is extremely slow, healing potions are extremely rare and expensive, your character may get diseases that get worse with time if not treated, inventory is limited by both weight and size.
I thought they executed this really well. There are several quests that imply urgency. Failing to act in a timely manner results in events continuing without you, and in most cases with negative consequences. I don't believe there is a global timer of any kind, but this attention to detail is a lot of what makes Kingdom Come: Deliverance such an immersive game. From your very first quest, the game is already training you to take it at face value, and behave appropriately. That pitcher of ale for Father needs to be brought to him cool, not whenever you damn well please. When someone tells you to meet them this evening, they don't mean you can go play in the woods for 40 hours, and then come back to this quest when you feel like it. They mean this evening. These all serve to reinforce your belief in the world to the point where you're starting to play as if it were real. You come to expect logical outcomes from actions. And in a lot of cases in Kingdom Come: Deliverance, you're rewarded for it.Currently playing Kingdom Come Deliverance and some quests appear to have time limits. I found Reeky too late for example and he was already cut up and in his dying breath when i found him. Several other mentions in quest dialogue that i should move my ass pronto or else bad things will happen.
I dont know if there is an universal time pressure in the main quest though.
Just checked the steam page out, seems like a game that would do well on Android/iosHas anyone mentioned the Soldak games yet?
In Depths of Peril you are one among a given numbers of competing heroes. If don’t complete a quest, someone else will.
In Dins Curse the entire village can be murdered by monsters if you don’t take action. It’s a shame these games are Diablo clones, because everything else about them is awesome.
Unfortunately, no. This game is so chock full of good ideas and innovations it should have been great, unfortunately, it is quite bad. To quote myself:That actually sounds like a badass system, was the game any good ?Arcatera: The Dark Brotherhood has a very elaborate System for this. Dialogue is influenced by three attributes: alignment, irritation and patience. alignment and influences whether the person will talk to you at all, and how much patience points you have. Additionally, it influences what the person answers to a specific question. Irritation is influenced by specific dialogue options (and can in turn influence alignment, e.g. if you insult someone, or make the NPC attack you or call the guards). Patience runs down with every question you ask, and once it has run out, the NPC will stop talking to you. So if you have less patience points than dialogue options, you cannot even ask all questions.In most games, you can ask the same question and/or choose the same response over and over again. This is stupid. Now, there are probably many examples in which a particular dialogue option limits further options to a degree because of NPC reaction, but I'd like to see a lot more of this AND i'd like to know if there are any RPGs (or non-RPGS even) that have implemented a very strict limit on the ability to repeat dialogue lines?
Additionally, once everything the NPC could possibly say regarding a specific question, that dialogue options is removed. That must not necessarily be after the first time you selected it, because it is possible that he might answer something different if you manage to influence his alignment. Of course, you might run out of patience trying to do that.
The game has a fixed time limit and things happen whether you are there or not. Depending on what you achieved during that time, the game has ten different endings. That makes the time-consuming mechanics (NPCs shutting you down and refusing to speak to you again for a certain time, searching stuff taking time, etc) even more interesting in theory, but again, the game is shoddily executed, broken in parts and just plain not fun.This is perhaps one of the most innovative games that nobody has played, because, ultimately, it's not very good. But it's full of good ideas.
It's an RPG/Adventure Hybrid, with day/night cycles and NPC schedules. That alone is pretty unique already.
Then it has a split party mechanic, which actually makes sense. You can assign tasks to the "inactive" party, which are then performed automatically, while you can do stuff that needs your attention. E.g. you can search a location in order to find things (searching a location can take several hours), or observe a location in order to intercept an NPC that tries to evade you. Or sleep, as Arcatera has requirement for sleeping, eating and drinking, all managed manually. Of course, depending on location you can get robbed or attacked during sleep.
Then it has a crime system that has the guards punish you depending on how many offences you have committed already, including increasing gold fees and banishment from the city.
The World of Arcatera has a nice backstory as well, it is based on the PNP game the developers had worked on since their youth.
Man this game should have been great. If only the execution hadn't been so shoddy.