The biggest problem with TIME LIMIT in Fallout was that it meant GAME OVER.
If you could play on, in the world changed by the consequences of your actions then it would be a totally different conundrum to ponder.
The Vault was lost so... what? You still had the master and mutants to take care of, other communities to influence... amirite?
(...)
Applied where logic and common sense would expect them but without GAME OVER consequence, if that is not absolutely demanded by logic and common sense.... will work just fine and make the game better.
Completely agreed and
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I would not agree that doing the whole game time limits through mechanics is the right option.
In fact, it is the worst.
First - it imposes time limits where, reasonably, there should not be any.
Second - It creates content of lesser quality and believability.
Ahem... examples or GTFO.
I think brief time limits for specific challenges are the way to go, and there should never be an absolute failure state attached. An easy example is a mini-game inside a mini-game collection like Mario Party - the timer creates tension, yes, but even if you fail, there's plenty more chances to make it up because that challenge was one of many you'll be taking on. When you do eventually lose the game, it feels fair because your failure is a result of repeat losses, not one.
In an RPG context, the same approach works fine - give the player a limited time to accomplish an objective, perhaps with negative ramifications for failure, but allow the game to continue.
An excellent RPG example would be Daggerfall - pretty much every quest apart from most of the MQ has time limit attached and can be failed. However, the game is built around the assumption that you will fail quests a lot.
Fallout would have actually worked with this; its open-world nature meant that the player could still win without ever saving Vault 13, so why not simply give the player a different ending if the Water Chip is never recovered? There's a story consequence (your friends all die), and a gameplay consequence (less direction/info on taking out the Master), and none of it would feel especially unfair either.
Perhaps saving Vault 13 could have been a more multi-part objective with a mix of different limitations, hard and soft. Multiple outcomes with a sort of granularity in success would have also been just as fair. For example, perhaps you side with the rebels and convince them to open up to the Wasteland, saving the Vault but ruining its safety and lifestyle. The details of course require tweaking to make everything interact and operate smoothly (which endings trump which?) but you get the idea.
As Chris brought up, System Shock 2 had time limits attached to inventory items (upgrades), and I think this is also a much more fair sort of limit to include in a game. While charging stations were fairly plentiful (at least one per deck of the ship) it still provided benefits while also encouraging the player to make ideal use of time. It's a timer, yes, but it's disguised both in gameplay and narrative. In that sense, a game like Fallout also has a timer - ammunition - but you can also use others like food supplies to accomplish the same. Instead of an annoyance, it becomes a game mechanic for the player to consider.
The problem with such time limits is that they aren't applicable to a lot of things.
Stuff like supply mechanics is an excellent thing but it cannot be used to provide *external* pressure.
This issue is similar to the issue of enemy encounter design, or enemy leveling.
If you do it through overarching mechanics - like level scaling - you end up with shit.
If you do it by hand... which is harder - and it god damn makes sense that a better option is harder - then you get great content.
Have to disagree. Level scaling can work in certain situations - it all boils down to execution. For example, you could have a handful of preset encounter types that are hand-built, but spawned based on player level. There are lazy and cheap ways to do it, yes, but there are also effective ways to do it, just like any other part of a game.
Agreed. LS is mostly used in a shitty manner, but can be legitimate sometimes, for example if you send enemies (thugs, assassins, mercenaries) specifically after the player, it makes sense to go for whatever seems sufficient rather than overpaying an overkill.
Additionally, level scaling can be used as a sort of soft time limit, except tied to player's power increasing with time rather than the time itself. It's more flexible provided that you can justify scaling in respect to time in-universe. For example it mostly worked in Morrowind, with wildlife being presumably driven out by progressing blight, with increasing numbers of diseased and plagued animals attacking the player. How could it be realized better? By scaling to the number of skill increases AND items traded rather than directly to the level. Also by removing any and all loot scaling and enemy scaling not explainable by in universe factors (for example daedra and undead tomb guardians), but those were relatively inconspicuous.
The problem with partial failure for not meeting time limits is that no one wants to play for a consolation prize and have be reminded of their failure for the rest of their experience, and people would just reload.
That's also the problem with total failure...
And if you make the failure inconspicuous and it is only learned at the end
...then you get totally shafted if the game doesn't allow for partial failure and we're talking of long term stuff, such as timer for the main quest.
Partial failure may also tempt you to reload, but at least it also gives you an option to continue, which, if the failure is a cumulative result of >20h of playing, is far better than telling the player to start over.
No, a hard time limit signifying direct failure is the way to go. Nothing produces more tension and sense of total impending doom.
Sense of impending doom is best facilitated using some sort of feedback telling player how badly or well he's progressing.
If you need your hard failure, you can always accomplish it by sticking soft failure in front of it, with increasingly dire consequences of your inaction piling up and urging you to hurry the fuck up before you get finally hit by a game over screen.
Then it is just an annoyance and something frustrating.
More frustrating than having to start over?