It still seems to me you are seeing it as a system that needs to be applied to a game as a whole.
Not true. I'm simply pointing out to you that even in Fallout, with a single timed quest, presented in an internally consistent manner and with generous time buffers, people still don't like it. I have not seen evidence that "people only hate it if it's all or nothing". I've seen evidence that they just generally hate timed quests, even if those timed quests stand alone.
Why not just go by situations?
I've explained why. Your scenario is logical and I completely see your point Hiver. I'm just saying that I don't think the hatred for timed quests is based on the internal logic of the quest, I think it is based on how it affects the feel of the gameplay.
But in other quests, like - I dunno - a criminal gang threatening to take over a town, it makes sense to have a sequence of time-coded events that will be triggered until you - the player - interferes. In such ways, timed events will always have their function. You just have to look for 'em.
The problem is the meta layer, the gameplay. People don't like the feeling that they can unknowingly trip some hidden code script on day X which causes a fail condition. The fear of "failing a quest because I didn't realize I'd missed the deadline" is what makes them dislike the timed quests because it dis-empowers their choices. If the quest specifically says "If you go away now, there will be consequences" then it is cool, because you've indicated to the player what his choice is and empowered him to make it at the decision point.
But obscured time constraints don't sit well, especially longer ones, because the player doesn't know at each step along the way if he is making a choice (or a sequence of choices) which is going to end up causing him to "fail" down the line. This anxiety causes them to rush, to play it safe, which is as odds with one of core drives in games, the explorer drive. They want to explore over there, but fear they can't because there is an unknown amount of the game still to do so they can't risk the time. It creates a subtle resentment of the timer.
Heck, what's more, I think time restraints ties in as an annoyance with choice and consequence. Call it "relative obstructions" vs "frictionless gameplay". The ideal frictionless game says you should be able to enjoy every part of the game in one go, with one character, because that's easier. And on a basal level, that's preferable, since it's obstacle-free. But throwing up relative obstructions builds quality of gameplay through challenge - that doesn't always mean it's fun, but it does mean that - provided it is done well - it can add to the gameplay experience. And this goes from difficult combat to hard choice 'n consequences to timed events. I would be wary of following polled opinions on such topics.
As mentioned, I didn't simply follow polled opinions. But I did analyze the responses I was getting, compared them to my own experience and through about them in terms of an understanding of the meta layers of gameplay experience, what drives various types of players.
I'm not saying the player should have a frictionless experience. I'm saying they enjoy the gameplay more when don't feel like
time is constraining their ability to explore all their available options. There are many ways to do gameplay constraints, of which time limits are simply one of the possible forms. I am seeing evidence that it is a risky form to use and am focusing on other forms.
I never said it should be hidden, I said it shouldn't be in your face.
Seriously, what is it with the Codex that makes everyone think in these absolute dichotomies on design questions that are so obviously placed on a sliding scale. "What, you say it shouldn't be in your face, SO YOU'RE SAYING IT SHOULD BE HIDDEN, THAT'S STUPID, NO ONE LIKES THAT, STOP LYING, ROOFLES"
(paraphrasing)
Don't get excited. I'm simply going with the assumption that our hypothetical players are intelligent. You can either tell them "you have limited time to do this" or you don't. How would you make it "not in your face" in a way that didn't trigger the time anxiety? You have to indicate to them that it is happening or we can consider it "hidden", which is what my response was about. It may not be a giant timer on their screen or in their journal, but one assumes anyone with a brain would notice when told they have limited time, yes?
And I'd say that a player aware of the time limit hanging over them but without a direct way of checking exactly how much time is left would be even more annoyed.
Perhaps I'm simply missing some way of handling this? If it isn't obscured like I've indicated then how would it be considered "not in your face"? Could you explain exactly how you would go about making it subtle without an intelligent player immediately realizing "oh crap, better hustle or I'm gonna miss the deadline" and feeling time pressured?
Oh, DA is a great cRPG. Got my vote for GB's RPGotY, assuming nothing comes out of left field to claim it (hey, it's happened before).
It bored me to tears, though.
Completely fair. Vince loves DA for the C&C, I like it but feel the generic setting/plot let it down a fair bit, and there is too much combat/the character system makes combat a bit repetitive.
But I'm aware that the "issue" there mainly lies with me, I've got strong explorer streak, both for setting and story, and I've seen too many of that setting and plot type to feel truly excited by it. If I was 10 years younger and still excited by tolkienesque fantasy, it would be a stand-out example. It is leagues better in gameplay than Morrowind, but MW will stand out in my mind more in the future simply because I truly loved exploring the setting, I felt that wonder of exploring something new for the first time. DA feels like well-worn territory.
If anything, DA has been valuable in convincing me to expand on some of the more fantastic or unusual setting ideas in SoW, in an effort not to fall into the same stale, generic fantasy feel.