Posted April 14, 2016
low rated
Kardwill: Cool to learn that at least a few games do mean it when they say something has to be done quickly. :)
In others, the game become more linear, with exploration cut off, when the urgency situation happens. Llike exits closed off by flames in some Bladur's Gate like games (Pillars,do it, I think)
Or the main character herself refusing to go explore during emergencies in Trails in the Sky
"My Character : The bad guy's airship fleet just flew toward the city, and there are sounds of battle. We have to hurry to the palace and save our friends!
Me : OK! But I'll take the longer forest path to see if something happened at the queen's villa. Ooooh, and I'll enter the tavern to talk to the people there and see what they have to say. Oh, and there's sounds of combat coming from the seaport in the eastern subburbs, so maybe the military will need my help there like they did at the main gate?
My character : Errr, seriously, the palace is just there, and the bad guys are probably already slaughtering the palace guards and our friends.. So no, I won't go this way, and I won't stop to have a chat with random drunkards!
Me : Dawwww. But I wanna!
Those time constraints or exploration limits often frustrate me, but they DO impose a measure of sanity in the gameplay ^^
But most open world games make a mess of any sense of urgency the story might have had and make you do some pretty stupid/insane things. Esp those where grinding is necessary. "The black knight just kidnapped the princess, so we'll hike several weeks in the forest to kill random goblins to buy a better sword! I'm sure he'll conveniently wait for us to be strong enough to challenge him. He looks like a reasonable psychopath.""
Personally, I think the solution is to get rid of the sense of urgency in the first place. In others, the game become more linear, with exploration cut off, when the urgency situation happens. Llike exits closed off by flames in some Bladur's Gate like games (Pillars,do it, I think)
Or the main character herself refusing to go explore during emergencies in Trails in the Sky
"My Character : The bad guy's airship fleet just flew toward the city, and there are sounds of battle. We have to hurry to the palace and save our friends!
Me : OK! But I'll take the longer forest path to see if something happened at the queen's villa. Ooooh, and I'll enter the tavern to talk to the people there and see what they have to say. Oh, and there's sounds of combat coming from the seaport in the eastern subburbs, so maybe the military will need my help there like they did at the main gate?
My character : Errr, seriously, the palace is just there, and the bad guys are probably already slaughtering the palace guards and our friends.. So no, I won't go this way, and I won't stop to have a chat with random drunkards!
Me : Dawwww. But I wanna!
Those time constraints or exploration limits often frustrate me, but they DO impose a measure of sanity in the gameplay ^^
But most open world games make a mess of any sense of urgency the story might have had and make you do some pretty stupid/insane things. Esp those where grinding is necessary. "The black knight just kidnapped the princess, so we'll hike several weeks in the forest to kill random goblins to buy a better sword! I'm sure he'll conveniently wait for us to be strong enough to challenge him. He looks like a reasonable psychopath.""
Instead of either limiting the player's options, putting a time limit, or creating story/gameplay dissonance, the story should be altered so that the issue doesn't happen.
If you want the game to be more urgent, make it an action game; time limits fit there much better than they fit RPGs.
(Of note, I actually like the approach taken by Zelda: Majora's Mask; there is a time limit, but you can reset the world (and the time limit) by playing a specific song.)