Originally Posted by Rhobar121
Originally Posted by Ixal
Originally Posted by Rhobar121
I was shocked at how many people really thought they had to hurry. Maybe I've been playing games too long, but I thought everyone knew mechanics and history always branch off.
When the game tells you that you need to hurry up because the evil dragon is about to burn the city, you know that you can clear the entire map because it will wait at least until you get closer to the city.
This mechanic is probably older than BG.
If Larian really dared to introduce time limits, the amount of hatred on the forums would quickly catch up with RTWP vs TB


As already mentioned, may RPGs, mostly the good ones, do have time limits. Kingmaker, Mask of the Betrayer, etc. Even old Gold Box Games changed when you took so long.
Yes, it was obvious that in BG3 there is no time limit because its a "modern" (dumbed down) mainstream design. You can also bet that you will never remove your tadpole because its your special superpower.

It is still very bad design to pretend to have a time limit and then expect the player to loiter around.


Pathfinder is probably the only game in the last 10 years that I know that has any serious time limits (I haven't played myself). Most of the time limits in games are that when you reach a location and ignore a certain event, it will disappear after a certain time(it's still rare).
In big games, the hard limits will not pass, especially if players find out about it after the premiere.




It's not so much that I haven't played games that have a ticking clock that never really influences the story, it's that we expect it but hope for better. Remember that time in Deus Ex: Human Revolution if you dicked around Serif offices too long the terrorists you're supposed to be dealing with would execute a hostage? That was such a shock to me personally because I've been playing games so long that confuse narrative drive with the $60 dollars you put down to gain access. Sadly even Deus Ex dropped this pretty quickly in that game, but I wish it would happen more often.

To the point of the OP, gating cutscenes to long rests is problematic, but instead of artificially adding more encounters, make what's there more difficult and maybe don't get fully healed after the ship crashes.

Last edited by Sozz; 30/10/20 09:55 PM.