I have an open question for y'all that I'm super curious about!
How do you feel about games with overarching, relevant time limits? This includes things like Majora's Mask, Unsighted, Persona, or Pikmin... anything where there is a deadline that influences your experience and how you play.
I've heard many people say over the years that they disliked or outright could not play Majora's Mask because of the moon timer, which makes me curious about the general feeling on these kinds of mechanics.
I'd love to hear what you think in the comments, and please feel free to elaborate!
- Why do you like, dislike, or not mind overarching time limits?
- How does the game structure change things? (long-term limit, short-term limit, ability to plan ahead, ability to increase or reset the timer, etc.)
- Do you have different views on active timers (Majora's Mask) vs. turn-based timers (Persona 5)?
- Are there examples of games with time limits that you really like or dislike?
Thank you for all of your thoughts!!
~ Lily
As much as I love and admire Majora's Mask and would now say pretty confidently that it's my favorite of the "traditional" 3D games, I do think that if it botches one thing, it's the fact it doesn't do enough to impress upon players that the time cycle is meant to hone your focus on micro goals that can be accomplished in the short to mid-term that may, may, in aggregate, serve to progress the big picture objective, but that the immediate concern isn't—and shouldn't be—that exact finish line of bringing back the giants and taking down Skull Kid and Majora. Runs in games like Majora's Mask are about gradually building up tools, literal and metaphorical, and institutional knowledge so that when you're fully equipped and ready to do the endgame content, you're less beholden to that time limit because you now know how to work it for you.
Time cycles and calendar systems were gameplay systems that had been long established in Japanese games by the time Majora's Mask came around and, honestly, I think a lot of lesser-known, often untranslated games make a better, less overall stressful case for such systems. Off the top of my head:
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Character raising sims, both the dating sim variety and otherwise, basically reign supreme over this school of design. You're usually given a firm deadline combined with a fairly short time commitment for individual runs that encourages you to set a goal of some sort for yourself early, experiment with the mechanics to see how close you get to achieving that goal, deal with whatever curveballs the gameplay systems and RNGs throw at you, and then, whether you succeed or fail, repeat the cycle again, using that knowledge to achieve increasingly optimized runs. If you try to have your cake and eat it with these games, chances are, it'll blow up in your face and leave you empty-handed; there's no shame in not seeing all of the content in one go because the point is that individual runs are meant to be self-contained narrative arcs informed both by your choices and the ups and downs presented by the gameplay systems.
Classic, instructional examples of this style of game include the Princess Maker series (many available now in English, albeit to varying quality levels AFAIK), the original Tokimeki Memorial (fan translated on the SNES, but that's really not the version you should play, even with the patch's enhancements), and the Sotsugyou series, among plenty of others. Quite frankly, if your only exposure to these sorts of systems is through stuff like the Persona series and you always felt pressured to read guides and stuff to see everything in one go, consider giving one of these games a try. The structure and length of such games is genuinely antithetical to how those systems were originally built and intended to be appreciated and the older I get, the less interesting those facsimiles become after experiencing so much of the "real thing." -
Hero Must Die, a game you can play in English on Steam, PS4, and Switch, as well as in Japanese on Vita, if you're so inclined. A remake of what was originally a Japanese feature phone game, it's a game whose praises I've sung a lot elsewhere over the years. You play a hero brought back from the dead with a five-day time limit to finish your business. The twist is that you start off at maximum strength and stats, which then wither as time goes on, meaning that the game becomes a puzzle of sorts as you learn to optimize navigation, equipment, and party composition with each run, eventually getting to a point where you can reliably mitigate the stat drop-off and still have a fighting chance once you reach the finale. It's designed and written by Shouji Masuda, easily one of the most influential Japanese RPG devs you've probably never heard of, but has made his mark on other ones that you definitely have. A good amount of his games actually deal heavily with time mechanics and deadlines (Oreshika and Linda Cube are bona fide classics in their own right), but Hero Must Die is easily the most accessible way for players overseas to study up on his design philosophy. It's also a genuinely very funny game if you play it in Japanese!
There are more that I could go on about, but these are some of the more accessible ones that I can think of when it comes to games that best exemplify time cycles in Japanese games and, in my opinion, make the best case for them, often significantly more so than, again, more recent games that have gotten popular in part because of their adoption of versions of those systems. When done right, the time limits are not meant to be a source of stress; the replayability and generally short run times are meant to ensure that the moment-to-moment stakes are actually fairly low without diminishing the real impact that players decisions can have on the proceedings. My only advice is that if you try playing some of the older games in particular, please, please refrain from using save states. I absolutely get the temptation and 99 times out of 100, with any other type of game, I'm all in favor of using them as liberally as you like. But using them as a crutch in these games, at least when starting out, can really rob you of any sense of accomplishment when you have a successful run because they make you less accountable for your actions in the moment. And, really, as intimidating as such games can look, any such games that are truly well-designed have more leniency and flexibility built in than they let on and the more you play them, the more you'll come to appreciate that.
Take it from someone who only just romanced Shiori properly in the original Tokimeki Memorial last year: she's worth all the blood, sweat, and tears you put into her run and all the other runs that come before it. There is still no payoff to this day in video games like finding her under that tree and sealing the deal at last. 
