I've been thinking about why people hate time limits so much in games, because honestly my most enjoyable and exciting game of Fallout was the first time around when I actually thought I was in a hurry. Instead of slavishly doing everything at every location, I skipped over a hell of a lot of content (including almost all of Junktown) and actually felt a bit out of my depth once I got into Necropolis. It was almost like *gasp* playing a game!
I sometimes hear people blame the
for this, but from playing board games with "normal people", as it were, it seems to me that the average person (actually, the average 10-year-old child, for that matter) is perfectly capable of planning several moves ahead, accounting for uncertainties and reacting to changes in the game scenario. Actually that's what a lot of normal, popular board games like Settlers of Catan and such are about, so unless there's something about playing an RPG that drops a person's IQ by thirty, I don't see why people couldn't manage it.
It occurs to me, however, that in board games you usually have an adequate amount of information to work with, often abstracted in a convenient way. In comparsion, setting aside that you don't know where you're supposed to go, the Fallout map screen is not all that helpful in estimating travel times, and anyway, if you're running late, you can do fuck all about it. If you could actually make decent estimates as to how long it takes to move around, and if you could do stuff like hire guides, buy equipment or pack animals and so on to temporarily speed up travel for specific routes or something, you would have actual options for time management (and something to do with your filthy piles of bottle caps too, for that matter).
I also think time limits would be much better received if they were a more central mechanic of the game. As it is, Fallout's single 150-day time limit (and the subsequent hidden time limit) are kind of ancillary to the game as a whole - more like a distant, irritating limitation, rather than a primary element of how you play the game. If the game consistently had more immediate time-sensitive stuff to deal with in other quests too, and an interface and play options that would let the player effectively gauge and manage their use of time, I'm pretty sure that players would quickly get used to the idea that they actually have to get shit done on time, instead of whining about how it limits their ability to dick around.