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
i like well-designed time limits in games because
- they make the player progress the game
this is pretty important. players like me have 10,000 iq brain and will always choose defensive strategies that end up being boring to play. much like how matt colville used random encounters to force players to realize there are no free heals in dnd, time limits in games make people consider progression instead of doing nothing.
consider games with lenient time limits like the Shenmue series. you’d have to seriously sleep a lot in order to hit that limit. however, psychologically, players still get bothered about that time limit and will actually consider evaluating their moves as currency. even if the specter of time limits isn’t real in these games, they still cause players to value certain moves over others.
this is more in line with engaging the systems than, say, staying on the first map of some RPG and grinding your way up to level 99. players need to be disincentivized from the latter and i think good time limits are great about that.
- it adds stress. i love stress.
jobs are stressful, but that’s more tedium. in stressful games like survival horror stuff, this stress is more “active” and has stakes.
Dragon Quarter has an interesting approach to “time limits”. many things influence the meter that cause a hard game over to go up — some actions are in fact worse than others.
so not only do players measure the value of their actions but they realize it’s scarce. there’s like an Economy going. i’m always amused by this anecdote a friend likes to share about that game: since fights are also limited (they don’t respawn), the player starts counting items, spells, and heals in the currency of their remaining battles. this item costs me two battles and i have three battles left. is this a good investment? this is more interesting than the basic instance of resource management.
that kind of stress interests me. it makes me obsess about the game and i won’t stop thinking about it. i become interested in figuring out how the mechanics work and how to exploit them.
- time limits show there’s an ending
this may be obvious, but i’m sure many people have been surprised by games that go on for a while. some games are good about this, but i sometimes get into a game like this and wish i had the time for it.
i basically wish i knew how long the game was. and the sites that track time fucking suck.
time limits give a better approximate measure on how long each run is. if a game lasts sixty in-game days and i’m twenty days in, i roughly know where i’m at.
these games would also be quite short since they’re meant to be replayable or bite-sized. the former would be something like the PawaPoke games where you have to go through dank baseball dating sim shenanigans and their loops are pretty short since they’re meant to be raising sims where you build your perfect baseball player; the latter might be more like Cataphract-OI, which is more about an intense burst of flavor. both have clear deadlines — beat the major baseball team on xyz date, the game ends at midnight — and you roughly know where you’re at.
i see these games as arcade-like, though there are some interesting exceptions. the Artificial Providence rpg maker duology has long games (the second game is 100 hours long) with hard deadlines per week. there’s also the SaGa games, which will qualify. but those are very masochistic exceptions which are very good and people should play them anyway. in most games, you are supposed to learn and reiterate in each loop since the failure of restarting isn’t too costly. they’re short and fun unlike my posts.
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so yeah, time limits are fun if they’re well-designed. i’ve played some games with atrocious ones, but the ones that are good tend to make players value their moves and time. they encourage deeper explorations than the “safer” strats we would prefer to use.
but i think any mechanic that makes the player frustrated and force them to get deeper into the weeds will always be pretty good. i don’t think it has to be time limit per se. you could add unconventional control schemes that make people think about what they’re doing, hence old Resident Evil fans swearing tank controls are actually meaningful.
(i agree btw)
i am copping this idea from sylvie’s Designer’s Heart Laid Bare. time limits are one of the abrasive tools game designers can use to lay their heart bare, among the things sylvie has mentioned in that wonderful post. i don’t think Sylvie Lime would benefit from having a time limit, but everything in that game has something peculiarly charming going on that it works just as well as any game that masterfully uses time limits.
anyway, make stressful games for me. bye.