Posted January 16, 2013
TheJadedOne: Sounds more like a violation of the implicit contract between game and player. Tons and tons of games *say* things like "Quick! Solve my quest! Time is of the essence! Some bad thing will happen if this isn't done in time!". This is done to add the *feeling* of urgency. However, in nearly every game that says something like that *without* specifying any kind of actual time limit (or other conditions the player can monitor), there is no time limit. (This is especially true when the consequences of meeting such a limit are make-or-break significant -- the more time a player is expected to sink into a particular endeavor, the more important it is for the game to be clear about it.) Gamers are used to that "rule"/convention.
While I mostly agree with your argument, I disagree that this is what the game does. It actually does something worse. It never actually tells you "quick, time is of the essence"! Instead there is a vague reference to something that could potentially be used to JUSTIFY a time constraint (first one in zarr's initial dialog, and a second one hidden and implied by "final battle" talk the elf dude talks about that zarr and other masters tell you is nonsense! The only actual clear statement of "hey, there is a time limit" by a characte is done by zarr 10 turns before you lose the campaign.
Furthermore, it takes this a step further and has many conversations with various sources that imply strongly that there ISN'T a time limit (or rather, that the time limit is so large that it is irrelevant for the game purposes).
For the game to break the implied agreement you described it must first actually make the statement that time is of the essence at the begining. It would have been TRIVIAL to take Zarr's explicit warning that occurs 10 turns before loss and give it to you on turn 3-5 of the game.
Post edited January 16, 2013 by taltamir