• #108
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    By: CampKusoge x Show Full Post
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    With regards to time limits, I agree with Brian in that whether or not something is or isn't a ticking clock doesn't mean it's not still a time restriction, and I'd rather the game communicate that information in a reasonably transparent manner, whether or not a literal ticking clock need be invoked in order to do that.

    Let me ask everyone this, when you're in a situation where your health is constantly dropping, or you're being chased by a helicopter, or the moon is about to smash into the Earth, or whatever, are you ever actually fooled into thinking it isn't just a time limit presented slightly differently? Why is a ticking clock in itself such a lazy contrivance when constantly dropping health or a collapsing building is functionally the same thing? In either case, the "urgency" comes from needing to complete your objective as quickly as possible, with repercussions for taking too long, ultimately leading to a fail state once a certain threshold has been passed.

    In other words, you have a limited amount of time... hence, a time limit. So long as the game accurately communicates the information to you, what difference does it really make whether it does so in an obvious fashion or some contrived in-game-explanation kind of way?
    Nov 21, 2010 10:56am PST
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    With regards to time limits, I agree with Brian in that whether or not something is or isn't a ticking cl... : CampKusoge

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      I think the difference is in the experience. I can be lazy and get my nutrients via injections, or I can... : jfran8
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        I don't understand. It's the same game. You're completing the same objectives, the same way, with the ... : CampKusoge
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          Actually I don't see the food analogy being that apt, as I feel that your example points out mainly the "... : ImprobableJ
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            But we're not talking about games trying to "influence" the player to speed up, we're talking about them ... : CampKusoge
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              Perhaps I just don't understand your original statement. I was of the impression that you were suggestin... : jfran8
              • Sorry, no. I didn't mean to imply that I'd rather have clocks than story elements. Well, frankly I rarely... : CampKusoge
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              Its situational. I think it helps if the narrative explains the situation. For instance, before infiltrat... : ImprobableJ
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                But why does it have to work with the narrative in the first place? Does it really enhance the experience... : CampKusoge
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                  Again I feel its situational. Sonic being more fantastical, versus something that strives for realism. Ob... : ImprobableJ
                  • Okay, I'll mea culpa about the cinematic thing, because I honestly never view my games in that way, so th... : CampKusoge
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      I was quite clear in saying that I wasn't advocating on-screen clocks when I mean "ticking clock", but ra... : Brian Leahy
      • Right, I kinda veered off that point by the second paragraph, but I do still agree with what you said. : CampKusoge
      • With this I agree totally, I just like to have some creativity thrown in (depending on the game of course... : jfran8
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      The question was how could you communicate a collapsing building without a timer.... How about making the... : Monolith1213
      • I don't really care for the bloody view thing. It tells you you're close to death, but doesn't really t... : CampKusoge
    • I don't know. If I only had fifteen seconds to read all these comments I'm not sure it would make for a b... : ChazWinterbottom
    • The problem is not the time limit itself, it is cases where the gameplay isn't exciting, so a time limit ... : CruelLEGACEY