sylvie

beware of my sword

hello! i'm just a little sylvie, i like posting on this web site. meow meow meow

left half of love ♥ game, with @aria-of-flowers


ItsMeLilyV
@ItsMeLilyV

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


MOOMANiBE
@MOOMANiBE

So I'm pretty sure this ISN'T what OP is asking for but I can't resist doing a ramble on this because I play a LOT of games with time limits and have Thoughts:

Time limits are a game design tool that facilitate a variety of outcomes.

Like all tools, there are reasons and places to use and not-use them, but the key element is that they're there to enable things. Different styles of tone, of expectation, of exploration. Changing depending on the game, depending on your creative goals, pacing goals, player expectations and style of communication.

Let's go over some of them, with examples.

Facilitating multiple outcomes and replays: Mask of the Rose

Mask of the Rose objective screen with a bunch of to-dos on it

Time as actions, choices. Turns. A game where you are given many options and must pick the ones you think are most valuable. Common in visual novels, raising sims, and anything following in the footsteps of Slay the Spire, the time limit as a method to prevent the player from seeing everything in a single go-round - and to prevent them from strip-mining every detail of the game, exhausting every possible avenue like a big cake that you eat until there's nothing left. This kind of design is the lynchpin of the game that aims to be "replayable", ensuring that breadcrumbs of New Experience are left for the player for tens, maybe hundreds, of runs through the game.

Mask, a mystery/romance visual novel, uses this to facilitate a dense simulation; the player is only given enough time to pursue a few of the overall opportunities presented to them, and with a huge cast of romanceable characters and activities, the limits on the number of player actions provide plenty of fodder for run after run to feel like roleplaying entirely different people each time - after all, you couldn't possibly do all the same things again in the same order. Even basic choices like your character's personality or background unlock locations at different times, other dialogue options, providing different spins on the same conceits. In addition to its value as a replay tool, this kind of design is key to providing a sense of depth and mystery to a setting - the more a player understands where the edges of a game's spaces lie, the less mystique has a hold over them. They must not know when a threat is a bluff. They must not know when a choice is unlikely to yield results. They must not know how close they are to done. The sense of a game that feels like it must infinitely expand beyond the player's knowledge requires a careful control of that player's knowledge. In all games it will fade eventually, but time limits work to delay that fading - perhaps beyond the end of the game - in the same way that secrets do in, say, The Stanley Parable. A positive form of obfuscation. And, in some ways, a goal for players to chase - understanding.

As a pacing mechanism: Atelier

Atelier Meruru screen showing time limits of 1-3 years for a task

The Atelier series of crafting-rpgs is most known for its time limits, but has gone through a long process of shedding them in recent years, leaving us with an interesting set of games that makes arguments both for and against the system in almost every type of setting.

Where Atelier games use time limits, they act as a form of Pacing. Atelier games are slow and cautious processes by nature. Gathering and crafting make up the vast majority of the activities that players will be spending the game doing, and that can have a pretty obvious failure mode; players boring themselves until they bounce off of the game. The key example of this is perhaps Atelier Sophie, a game that gives the player so little direction that experiementation is perhaps the only way forward; it's possible to spend hours and hours and make no narrative progress, if only because you're exploring your possibilities and, perhaps, do not understand what "progress" means in this situation.

But even the Atelier games with clearer design have a very different understanding of Focus when you compare the presence - of absence - of time limits. Early games in the franchise demand a specific sort of focus from the player - with crafting a single item eating up days and possibly even weeks of game time, fucking around is only acceptable within certain bounds. And as such, the value of sitting there and thinking things out becomes far more valuable. The player is forced to pay attention, to work to understand mechanics they might otherwise dismiss as too strange or complex, because trial-and-erroring it is not viable. For players who love to dig into a system but might trap themselves in an endless loop of grinding, this pacing keeps them focused and with their eyes constantly on their next goal, keeping earlier atelier games at a kind 30-to-40-hour pacing that feels refreshing to complete but not exhausting.

There is, of course, the flip side. Players who struggle can fall behind - or simply become too stressed out to continue. The games are demanding in a way many modern games simply are Not. The threat of an unavoidable game over and restart hanging over your head if you're too slow is a lot for some people who are just looking for entertainment. In that context, it's not surprising to me that the Atelier series has grown in popularity primarily as it's backed away from this as a pacing mechanism, instead working towards carrot-instead-of-stick ways of keeping players on track, like constantly tantalizing them with "the next area" they need to do some sort of work to unlock. Modern atelier has faith that if they tempt you enough, and keep your goals clear and unambigious, you will pursue them without further incentive. I don't think this ALWAYS works, but I can't deny it's a much chiller experience.

As an aside, Atelier has experimented with time limits in some interesting ways that I think have led to a good point of comparison.

  • Full-game time limits, where you have a single goal and [x] in-game years to complete them feature heavily early-on in the franchise, and IMO are the most stressful to work on, especially in the games where it's less-than-clear what your goals might be in the immediate sense. IMO these are the ones where you end up making the most paranoid levels of backup saves. I suspect that for pros, they're rather freeing, as you can speedrun your way to the finale and then mess around as much as you like with your extra time, but it's a casual player's nightmare.
  • Successive time limits, where you're given a goal every [x] months and need to keep pace. IMO these are kinder and genuinely can be pretty fun; It's very, very obvious on a minute-to-minute level whether you're ahead of or behind the game's expectations, and they allow the game to facilitate little incentives, like bonus rewards for doing extra activities for each goal, that bring the passage of time far more into the present as a thing the player is interacting with rather than being oppressed by. It also means the player knows they can look forward to something new every so often. If lack of clarity is vital to a mysterious-feeling tone and setting, then having clarity and consistency, clear boundaries and clear expectations, are vital to helping them get into calm and confident rhythms of play. Which is another form of tone in and of itself!

As a way of expressing urgency and foreshadowing consequences: Citizen Sleeper

Citizen Sleeper screen where an NPC expresses that sleepers don't last long in hard labour

There's a tabletop term called "Showing the barrel of the gun". It's about the GM being clear about when they're putting the player characters under threat - "if you do or don't do this, there may be consequences" - and it's also about following through on that threat if they fail to mitigate it.

Citizen Sleeper isn't really a game with an overall time limit, but its early and midgame use tight time limits heavily as a way of impressing fear and urgency onto the player. The player is in hiding from the corporation that uses them as slave labour, they have no money, they have no home, they're in desperate need of medication - money to pay for all these things. Many games put you in situations like this where they end up turning into power fantasies; the player can simply do all the work in existence in a whirlwind of Productivity Fantasy frenzy. Even games like animal crossing that limit many of your actions per-day don't try to - or want to - make you fear the housing debt you're in. They're for taking your time.

Citizen Sleeper uses the passage of time, and your limited actions that progress it, to constantly drive home how desperate your situation is by ensuring that it is impossible to solve all of your problems in a timely manner. Inevitably, the best juggler will drop a few plates, and when that happens the game brings you into new stages of threat, both reinforcing the desperate situation you're in - and creating new and strange opportunities. I actually feel that Citizen Sleeper is at its strongest during these moments, when its stories about mutual aid and poverty have real impact because the player feels constantly caught in that poverty's grip, and each tiny bit of help they get feels like a warm outreached hand from a friend. It's once those obstacles are overcome and stories completed, that the game begins to slowly grow detached, important cast members fading away as their 'content' is exhausted. Part of me wishes the game had had a broader time limit, in this context. The endgame as it stands feels deeply lonely. But while that early urgency lasts- damn, there's not much like it.

As a way of making time into a space that can be explored: Majora's Mask

Majora's Mask screen where link plays the inverted song of time

Majora is an interesting entry on this list because I think it's the one in which the player has the most control over time. Once you get the song of time and the ocarina, you can damn well reset any time you want to. The pressure, then, is applied to the player in the form of what they might lose when resetting time, and as such, I am grouping this separately because while there are elements of pacing there - many of the examples on this list, and others you might think of, share many of the elements I've explained - I think majora's big epiphany at the time was using time as a form of space.

Every NPC in Majora's Mask has a schedule they adhere to every day, and a new one each day. A shifting landscape of opportunities that close and open as the player moves through each of these days, over and over again. From a design standpoint, you could almost compare them to rooms - in this one you pull a lever to move a rock so that when you go to the next one so you can go through a door, etc. Looping Termina over and over again is, primarily, an opportunity for the player to explore that space, to learn the opportunities offered to them and then to later take advantage of them. The only difference is that their control of their movement from room to room is much more limited; a linear, infinitely looping path.

In this sense it's hard NOT to see the time loop mechanic as a simple extension of what zelda already does with dungeon design - letting you see a bunch of things and then act on them once you understand it. From LttP onward, one of the core elements of zelda has been level-design foreshadowing, plopping a mysterious door or gimmick in front of you and making you wonder how you might interact with it until later knowledge or items recontextualize it. In that sense, you might even argue that this time system was a natural extension of the design goals of the franchise, baking foreshadowing into the game on a level that the player is forcibly pulled through, again and again. A new and different way of showing the player a world that feels bigger than them, one that they slowly grow to understand completely. This is the core zelda power fantasy.

Obviously, this is a mechanic that tends to be confined to time loop games, whether it's the player or the player character who's the one experiencing them. But then, I guess you could argue that the act of replaying a game is always a time loop for the person behind the controller. Undertale certainly played with that conceit. So I always love seeing new entries in this particular space.

I've Run Out Of Things To Say

This is all to say that from a dev standpoint, I don't think time limits are "bad" or "good" or even inherently stressful. I think this is all details of design, execution, presentation. Like pretty much everything in a game, it's all creative decisions made with a goal in mind. How we feel about them is about how successfully those goals are realized, and how we relate to them from our own perspectives. I always love to see design experimentation and I hope designers think of time as an option they can always tug on and see how it affects things. Special shoutout, in that sense, to Time Bandit, which is my current fav in terms of how it plays with time and genre expectations. (But you've all seen me ramble about that more than enough in past posts).

In closing: videogames


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in reply to @ItsMeLilyV's post:

it's something that really personally, but these end up being kinda inaccessible to me and mess with my brain in ways i don't quite like.

inaccessible in terms of; i have RSI and don't control when i'm in pain. some times i just can't play games, i basically never bother with any kind of weekly pass thing in games for example. and this isn't even mentioning the ADHD.

what it comes down to is that i have to just google in a game to make sure there's not some secret time limit that will fuck me (i.e Mass Effect 2). breath of the wild/totk are kinda funny for presenting a sense of urgency but really you can just fuck around for 100-200 hours then show up and twot ganon over the head in 10 minutes.

because if there is something time-limited i can't really gauge how much time i have to do other stuff, especially if it's a game i'm not familiar with (and i'm gonna be honest, i don't have time to replay games these days, you get 1 playthrough). i think that's downstream of ADHD tho, just bc that messes with your ability to estimate how long things take.

hehehe

That makes a lot of sense! I hadn't even considered something as meta like battle passes or time-limited events, but I find those frustrating too...

Secret time limits are the ones that always bug me too, like... it is kind of a neat concept, but yes, I only play most games ONCE, so when I find out there's been a time limit the whole time and I just failed it, I'm like... "okay sure?"

This is cool to think about, thank you!!

Oh god, how can I write an essay when I haven't slept all night?
I have played Majora's Mask, I really want to play the first Pikmin specifically. I like time limits, because I like having to adapt to the game. Majora's Mask is good at this. I would be sad if game of that type were to go away. But the best exemple to me was a game with a very, very generous time limits of 400 days. In fact, to say that the timer was generous is kind of missing the point, it would be more accurate to say that the player has a lot of time to wait. The game was called The Longing, and time was passing even when the game was closed. It's... well look like I said I haven't slept, so I cant say everything that I liked about this game, but what I loved is that the passage of time made it feel more alive, and I had to plan ahead. I like planning ahead, that's why I really want to play Pikmin.
I'm not good at twitch reflex at all, so "do something in 60 seconds or die" can be really difficult to me, but timer over a long period of time? That's my jam.
EDIT: Also, turn based timer make no differance to me, that's why I like energy mechanics. Yes, I said, I like energy mechanics. I like what people find ugly and I will die sad.

Ahhh, I remember seeing The Longing! It looks interesting for sure, and a big long real-life timer is so unique. And yea, there's definitely a different feeling between short "twitch" timers and big long timers where you have to plan ahead... thank you!

Mostly it's anxiety; a fear of missing out, a fear of not having enough time. I played through part of Persona 5 Royal, and I didn't mind the time limit nearly as much as I thought, but I also played with a spoiler-free guide to make sure I wasn't gonna miss anything important, so...

I think time limits can be good, but they work best in games where "losing is fun". It works well in XCOM where there is an explicit timer, but also in games where there can be implicit time limits, like RimWorld or survival games.

I've heard that a lot about Persona - especially that people rely heavily on guides because they don't want to miss things due to the time limit (and it's way too long to keep replaying). And time limits being tied to "losing is fun" makes sense to me too - such as a game that's easily replayed.

Majora's Mask is unplayable to me. :( I just can't have an active timer ticking down by the second, or else it completely sucks the fun out and becomes a source of stress. (I can't even play chess with a timer). Long or short term timers make no difference.

Persona 5 is completely fine stress-wise, but that's partially because it gives sooooo much time to meet the deadlines; it actually felt like a drag having to wait for the months to end sometimes. Kind of disrupts the rhythm and delivery of the story, imho. If it only gave a week to do it though, I'd probably have mixed feelings.

It definitely adds a lot of stress and tension to have an active timer, and that's not always fun.

I was so curious to see how Persona 5 handled the timer/calendar if you beat the dungeon early - but I agree, I think the solution is a little... eh. "Well, let's see what happens in 15 days!" Is a bit anti-climactic, but I can't think of a more elegant solution that doesn't just cut away the extra time, so maybe it's just the best they could do.

I've grown into really liking set time limits in games and I think the best way to summarize is with a well done timer system can turn a game into a "did you do x thing?" game instead of a "will you do x thing?".

I like taking my time with things, but I also like refreshing experiences and this kind of system makes you think gameplay on terms of how you'd do things differently if you knew what you know now. And that rewards by itself when you pick back up, even if you don't develop your mechanical skill just having these side notes in your brain makes for a reward in replay.

This is why Majora's system appeal fades out a bit for me, for example. Even though the game knowledge reward is there, the time reset allows you to do most things one at a time and then reset, so there are very few things in the game that felt to me like actual failure states that I had to overcome with my knowledge of the game (I can only think of Anju and Kafei's quest and the Gilded Sword quest as things I had this feeling).

I also like games that have a limit of cycles which also have their time limit, like Pikmin or Harvest Moon games. A favorite thing of mine in older Harvest Moon games is that how much you plant isn't depending only on how much money you had but also if you actually have the resources to care for it within the daily time limit. Even when you minmax after being very experienced with the game you still have to keep these things in mind as it'll be meaningless to have a full field if you can't tend for it. As collecting crops took as much or even more time as watering them, in these games the act of shipping all your crops felt like a huge reward out of a big endeavor (even more when you could do it before the shipment guy arrives).

This expands in macro terms into the season system so you learn your plants and shop opening days, and in the SNES one into the 2 year dead limit. I think it's a shame that they parted with the that dead limit as I really like the different endings the game had, putting emphasis on the "did you do x thing?". The concept lives in the 3-year checkup but is not as meaningful since you can keep playing.

Had to hold back on commenting on why Tokimeki Memorial and Boku no Natsuyasumi are my favorite examples since i already do that all the time and action button did it much better.

Anyways, I like turn based timers more as it puts more emphasis into planning, cycle-based ones are a close second for that same reason, but active timers are cool too.

Favorite games: Boku no Natsuyasumi, Tokimeki Memorial, Digimon World, Harvest Moon

god I really have to stop procrastinating Unsighted

an addendum on Majora's Mask, it's not to say that other things like dungeons didn't give me trouble, as they did and I had to reset the forest and the snow one 3 times when I first played the game... but their structure is not one that favors game knowledge on replay compared to other game series (and it's one upper hand I give to BotW dungeons compared to the traditional zelda dungeons everyone misses I'll die on this hill)

I think the best way to summarize is with a well done timer system can turn a game into a "did you do x thing?" game instead of a "will you do x thing?".

This is such an interesting way to consider this, huh..! I really do like that feeling of making a meaningful choice: "I can't do everything, so what's the most important to me?"

I agree about Majora, too - aside from the dungeons (which also gave me a lot of trouble & needed resets) the game is not particularly harsh about the time limits in most ways. It's much more focused on the schedule and not the limit, if that makes sense? I do think Kafei's quest does stand out there. Everything else is more or less a puzzle box, and you can solve all of it if you try it enough.

Harvest Moon being a game where you can't necessarily do everything in the two years (upgrade house, get married, see all the events at every festival, etc. etc.) is interesting, too. In that way it almost feels like Persona or the Witcher, where you have to close off some choices to focus on others (who you date, or which story path you choose, etc.) which can be interesting and makes it fun to compare your playthrough with friends.

(...I also really have to play Unsighted soon, I know I'll get a dozen cool ideas from it. And Tokimeki Memorial, and Boku no Natsuyasumi...)

Tokimeki Memorial in particular seems like a game that highly incentivizes lots of replaying, both in a major obvious way (date someone new!) but also rewards replaying in minor ways (try out different stats, organize your weeks better, find hidden events?)

Thanks for your answer!! I'm curious about messing around with time limits in future games (though probably more focus on short limits in a very replayable setting) and this gives me a lot to consider ~

Glad mine was on the replies, but also:

I gotta say now that I have played Unsighted and I like how the time mechanic operates there in concept, but I feel it only actually bring consequences for people who are completionists and feel they must do everything or people who get stuck?

I kinda set out to beat the game without thinking much, not using the time extend on the character you play as, prepared for the game to get to a bad ending or something when it did but the game ended before that timeframe so... the NPC deaths also didn't feel they affected much my run as there was either alternatives or I get everything I felt I needed with the extensions I was given.

Idk I was already ready to accept everyone's death so the narrative part of wanting to keep everyone alive also wasn't a hook for me, but I'm accepting that this is only a me thing

Tokimeki Memorial series and Boku no Natsuyasumi 1-2 are probably still my favorite execution of time limit mechanics

That makes a lot of sense about Unsighted... I still haven't played it myself, but it seems like a difficult balance, or a weird conundrum... if you accept off the bat that NPCs are going to die, then the time pressure loses intensity. It makes me wonder if it would be more powerful (more cruel) to have the first half of the game with no timer, then after some big dramatic moment, every character you've connected to has this timer... but maybe that'd be a bit too mean.

I know we've chatted about this a little, but Tokimeki Memorial and Boku no Natsuyasumi are cool examples ~ I still haven't played them, but the "calendar" approach has a cool feel to it. You have only X days to do stuff, so there's some push to be "efficient", but you can't actually "play it perfectly". Most days are the same, but special events always happen on specific days, so you have to be aware of those too... or you can just go with the flow, not worry too much, and enjoy however the results end up...

It seems like a fun kind of game to make, honestly! It makes me think about "fail states", too... I think there can be something frustrating about, like, "you went through your 30 days and failed, game over" vs. "you went through your 30 days, you didn't do everything, but you built your own unique experience". the latter seems less interesting & more fun, to me!

Other comments have touched on the two things that make me not like timers in games:

  1. Timers that have the consequence of making me repeat boring things in order to see things I missed
  2. Timers that pressure me during the learning stages of a game

Majora's Mask is mildly guilty of the first one (teleporting helps but movement is not snappy enough to make returning to where I was easy) and the second one (the first cycle is pretty generous with the time but it's still timing you while you are learning the basics) but once I got a hang of resets it was fine and I loved the game.

Persona I haven't played but I think the comments about the length making replay unviable resonate with me.

Outer Wilds is a great example of a game the kicks ass on problem 1 because you can be off planet in 7 seconds from a reset and flying is a joy in that game. I've heard some folks have issues with problem 2 for it but I think the subtlety of the indicators of the timer make it pretty ignorable.

Stardew Valley's time passage is what has kept me from getting into it specifically because of 2; I have never been able to take in all the learning of the game's systems while also being under time pressure. Harvest Moon SNES is the main farming game I've played and the time passage there is less of a problem simply by how much less there is to learn at the start. I'd probably like Stardew better if it made less things / interactions available (or at least made them less visible) in the starting month or two.

Metroid escapes and other similar timers generally avoid both of these by happening quickly and at points late in the game.

You make a really good point about timers during the learning stages! I think that if the timer is important to your entire game it can be important to introduce it early, but ideally in a slightly calmer setting (Majora's day 1 quest was always really tough for me as a kid, but I think the idea of a small quest for your first loop is good in theory)

The point about not overwhelming you with mechanics is good too! I think that's good advice generally, but especially in games with time pressure, it's important to remember how that pressure affects all the parts of the experience, even the tutorial stages.

i love time limits of all forms, in real-time games and in turn-based games too. most of my favorite games either have explicit time limits or other mechanics that act as a de facto time limit (e.g. the air timer in mr. driller or the food clock in traditional roguelikes), and i think most popular games that removed their time limits in sequels (e.g. pikmin, dead rising) are worse off for having done so. my game is an arcadey game with time limits too, so i've had to think about them a lot.

that said, i'm not quite as much of a fan of time pressure when you're exploring a brand new area for the first time. my game gets around this by making you do a short no-time-pressure exploration of a level (delivering flyers) before unlocking the ability to play it for real. but i think this issue is much less important if your game has a long-term overarching time limit, because you've probably either made the time limit so lenient that it's not a big deal, or you're expecting people to do multiple playthroughs anyway.

and i'm aware that there are lots of people who get unusually distressed by the presence of any sort of time limit, way more so than any other sort of fail state such as limited health or lives. so i added a 'relaxed' difficulty option to my game that replaces all time limits with healthbars. i'd like to think i did a good job of balancing it, although unsurprisingly i personally prefer playing with time limits enabled. i'm almost never a fan of compromising my design vision like this and i go out of my way to not do it in any of my games, but i made this one exception just because there are so many time limit haters out there.

Ahh, I didn't realize they removed that part from Dead Rising; that was one of the main appeals of that game to me (though I never did get around to playing it...)

I think getting to explore an area freely before you have to zip through it makes so much sense! I believe Pizza Tower does a similar thing, though I also haven't played it.

Yea, time limits are such a polarizing thing! I think sometimes it's a matter of accessibility, but I get that some people are just not about the stress of a timer. Having a "healthbar" mode is a really neat compromise, though! But doing a second balance pass can be a lot of work.
Speaking of gameplay modifiers, an optional "time moves when you do" could be a useful compromise for less action-oriented games - the balance could stay roughly the same, but it would allow players a chance to catch their breath.

Outer Wilds is the only game with a time limit like that that I've been able to stomach (and love). I think it comes down to a few things.

  • The time limit is short (<30min)
  • It's quick to get back into the exploration
  • There are no unlocks or items. Everything found while exploring is player knowledge

Yea, I think Outer Wilds does such a good job with it - the timer is short enough that even if you "lose progress" you never lose much, and most of the time you've gained better knowledge of the map & game world. Every restart can be motivation to check out a different part of the universe.

I'm gonna echo what a lot of other people have said here, but Majora's Mask is my favorite Zelda game by a very wide margin and the time limit mechanic is a core part of why, but I think why Majora's Mask works for me is less about the fact that there is a time limit, and more about what the game does with it, with its repeating three-day cycle. One of the most satisfying things about the game to me is doing things over and over, and learning new things, and learning how to do them faster and more efficiently, and seeing how everything connects from different perspectives through repeated cycles. It's less about the fact that it's timed and more about the way the timer incentivizes iteration and optimization.

I'm a very anxious person, and sometimes have a hard time keeping up with stuff, and I can totally see why people find timed things stressful and not fun. "I wanted to play at my own pace and the game wouldn't let me" is a completely reasonable complaint. Majora's Mask in particular kind of tries to solve this problem by:

  • giving you a song that makes time pass 3x slower (unfortunately a hidden and easily missable mechanic that many who found the game too stressful are probably not aware of)
  • giving you the ability to start the cycle over at any time, for free, with almost zero penalty

Pikmin's timers I appreciate for a lot of the same reasons. Some of the most fun I've ever had with those games was in seeing how I could optimize a run and complete the game in as few days as possible. Interestingly, I think Pikmin 2 and 3 are better for playing this way, even though they don't give you a hard deadline the way the first game does. Mostly, 2 and 3 just have more things going on, and the addition of more captains gives you more opportunity to multitask and really shave down the time of your run with practice and good planning. The games sort of incentivize (or don't incentivize) you to do this to varying degrees (Pikmin 1 explicitly encourages speed and optimization with its hard deadline, Pikmin 2 throws all the pressure out the window and lets you go at your own pace, and Pikmin 3 has its own weird "deadline" in the form of your characters starving if you don't collect enough juice), and I think 2 and 3 are maybe a good compromise by allowing and sort of encouraging you to play the game this way but not necessarily making you?

Also, the games are all pretty short, and Pikmin 2 and 3 (and I think pikmin 1??) also allow you to roll back to previous days whenever without putting it on the player to make a bunch of duplicate saves, which I think helps a lot. If the stakes are too high (like if the game is super long and failing something means you have to do a lot of stuff over again) it discourages experimentation, and I think experimentation is a key part of what makes this formula work

I will say that I don't always find timers in games fun and interesting -- in some, they actually are just stressful or tedious or pointless. Frogger on the PS1, for example, has a timer in it (probably just because the original arcade game did), and I would say it actively works against what makes the game fun and would be better off without it. Unlike a traditional platformer, where it's a straight path and you want to get to the end, in Frogger the levels are nonlinear, and your objective is to explore them and find where 5 baby frogs are hidden. The timer is very short, and some of the levels are pretty large and mazelike, and it can often feel like the game is punishing you for exploring and trying to figure out where you're even supposed to go. Add to this the fact that you have very limited lives, and lose everything you've picked up in the level if you get a game over, and it's a recipe for frustration. An otherwise great game is held back by mechanics that are only really there because its predecessors have them. Actually, a lot of time limits in old platformers are mostly pointless now that I'm thinking about it. Just a holdover from the arcade days most of the time.

That said, I don't think a game necessarily has to do something with its timer for the timer to be good. A timer can add pressure and sometimes pressure can be fun. But everybody's going to have a different tolerance level for that sort of thing so it's probably best to give the player as much control over it as you can. It's one of those "the reasons people dislike this are exactly the same reasons other people do like it" things.

To summarize: I really like the time limits in Majora's Mask and Pikmin, dislike it in Frogger PSX specifically, and don't really care or think about it in most other games and probably wouldn't mind if it wasn't there in most cases. I think it's better suited to shorter games with high replayability (or games that are at least broken up into small chunks like MM and Pikmin) than large, long, 200-hr RPGs, and I think the player should probably have the option to slow down, speed up, or maybe even completely disable the timers if possible. The timer should be there for a reason, and should ideally be at least a little customizable imo.

(Sorry for the long reply I just love pikmin and Majora's mask so I've thought about this a lot lol)

Gah, you hit on a lot of really good points!

One of the most satisfying things about the game to me is doing things over and over, and learning new things, and learning how to do them faster and more efficiently, and seeing how everything connects from different perspectives through repeated cycles. It's less about the fact that it's timed and more about the way the timer incentivizes iteration and optimization.

Yea! I think this can be a fun part of "mastering" a game, seeing how all the tricks you've learned help you as you replay the same thing over & over... it's neat, like a casual version of speedrunning.

The Frogger thing is a super good point, too - I've played lots of various stages in games that suddenly include really tight timers, and you can feel it, and it almost makes you feel like you're doing something wrong. "I never even noticed the timer before, why is it suddenly causing me to lose every time?" I also think that tying the timer to actual in-game story & events (the moon in Majora, or the ship's life support in Pikmin) can help it feel less arbitrary.

I also just generally agree on timers working well in shorter, highly replayable games! And especially in games where running out of time is expected, or an essential part of the gameplay (like Majora).

I think long games that limit what you have access to can be interesting (having to choose between one path or another) but I think it has to be under the assumption that most players are not going to replay it, so you have to design knowing players will only ever see one path (whereas some longer games will just tell you you failed a timer deep into the game, and you have no idea it exists until then - I don't know if this ever works?)

I don’t mind it when the time limits are short (Minit, time-loop games like Ghost Trick, Outer Wilds, or The Sexy Brutale, etc), but longer time limits like in Unsighted stress me out (I ended up playing that game with the timers turned off). Part of it is the amount of progress I stand to lose (and consequently, how free I feel to experiment and explore), but also with longer time limits I feel like I don’t really have as much of a sense of whether I’m progressing fast enough to keep up.

I like timers as a game design element personally, but I wanted to comment because a friend of mine who made a pretty large game's personal advice was to not include it. According to them, no element of their game caused a bigger backlash and made people more upset than having a full-game time limit - even if it wasn't really that strong and people could go back and treat it more like a level timer. I think it's a psychological thing - a long-term timer makes people paranoid, that they're always wasting time that they'll never get back, and it's especially bothersome to them if a game is difficult or something like that.

So I'd say that personally, I don't mind a timer and I think they're a very interesting element of a design tool kit to use when necessary, but my friend who actually made a timer game says that they'll probably make your game somewhat less popular. Anyway I just wanted to chime in since they brought it up

Ahh, that's a bummer to hear about your friend, but not surprising at all. I think there are some game mechanics that are naturally off-putting to some players... but I'm glad they tried experimenting with it! I think trying to always catch mass appeal can really hamper you from trying anything risky or new, and it'd be a bummer if we only made very generally appealing games... still, it's not an easy decision to make. Thanks for your thoughts!

It depends entirely on how much time you're given. I deal enough with deadlines in my job that I don't like dealing with a time crunch in a game that I'm investing time in. Stardew Valley felt unplayable for me, one of which being the passage of time.

If it's a time loop situation, that's fine.

Usually not a fan of active timers at all. I hate doing things at anything other than my own pace. Majora's Mask is fine with a guide and/or the song to slow time. Played it for the first time this year and it seemed a lot more stressful than it actually was during play. This seems like the biggest issue, the feeling that you're under pressure, even if you have plenty of time. Like any wrong move could cost you the whole thing. Ghost Trick works for me though (one of my faves), while Outer Wilds blew all its goodwill with me at the end. I hate repition, so if I "lose" because I looked away from the game for a minute and have to redo a section, I'll just put it down instead.

Games where I'm not actively timed but only have limited moves/actions/etc are usually fine or even good (persona, I was a teenage exocolonist). Persona and similar games make you choose what to prioritize without making you feel like you're missing out or just seconds away from losing progress.

I'm also a big baby who hates most failure states. I don't feel thrill or excitement when I complete something hard in games. I'm probably largely anhedonic, because like killing a boss in dark souls makes me feel basically nothing, but losing feels like torture. So timers aren't like "hell yeah, made it just time, that was tense!" for me, more like "okay, task done, wish I wasn't rushed."

I also hate ATB systems; make it turn based or real time. Let me take my time and think, or don't.

SO all that to say, if you're someone who gets a rush from hard earned success, you'll probably like timers. If you get excitement from other elements of play, you probably won't like timers?

out of these, I like the time loop time limit games the best (Majora's Mask, Outer Wilds) cause there aren't really any consequences to doing poorly (other than your own time), and you can really focus on the fun of routing and efficiency. Overarching time limit games like Pikmin and Dead Rising are a little rougher to play the first time around, but I feel are great once you figure out the cadence - both playing efficiently and inefficiently changes what you're able to do. I find the long term turn-based times (Persona, Tokimeki Memorial, Citizen Sleeper) the most excruciating because I have the time to agonize over every decision trying to play optimally. I usually have to come up with a secondary decision-making process (like role playing a certain way) to make them fun for me

I should hate time limits. On paper, I do. I'd much rather go at my own pace. But in practice? Some of my favorite games have some time critical element to them.

I'll be scarce of detail to avoid spoilers. Two examples not yet mentioned are in Fear and Hunger 1 and 2.

In Fear and Hunger 1, there is a plot even that happens 30 real world minutes in. It is not a game over, it is not run ending, the timer doesn't even stop when you're paused, AND the game doesn't tell you about this timer. Naturally, you won't even notice on your first play because it will take you too long to get there. But it is a baffling revelation when you do figure it out. And then after you have some knowledge of the game, enough to have a real shot at making it under 30 minutes, the entire dynamic of changes. It is a difficult game and now it is harder because you're acting in haste. I adore this set up because it's like a trick. You don't have the looming time limit pushing you away from getting comfortable, you can get hooked on intrigue and then baited to go deeper.

On the other side, Fear and Hunger 2 handles it completely differently. Plot time does not advance in real time, only when you rest. Obviously this means that events have a one way nature to them as time moves on, but critically: at the end of the third night the game ends AND resting is your only reliable way to save. So not only is there a schedule of events to leverage and explore, but it's tempered with the cost of saving and makes all the risk / reward calculus fascinating. The cherry on top is that some events will pass time without your permission and without saving. "Oops I lost this battle, it wasn't a game over but now it's tomorrow. The character I wanted to talk to is probably dead."

The clock of 2 is less spicy than in 1, but it makes exploring the space complex. I've played both of them for more than 50 hours so they must be doing something compelling.

Also token warning if you go to look things up: both of those games contain a lot of objectionable content. Like nudity and violence and more

Ahh, I'd never heard of this example, but it sounds really fascinating! There's definitely an appeal to figuring out how to maximize your time, what corners you can cut, how to be most efficient...

I think the idea of hidden timers hiding secrets can be interesting, but mostly in shorter, replayable games (which Fear and Hunger sounds like). In longer games they can be really infuriating, but in a short game you're likely going to replay anyway, they're kind of perfect. Thanks!

i am definitely one of those people for whom overarching time limits and/or time loops tend to make games stressful enough that they become basically unplayable, even when the rational part of my brain knows that there's actually plenty of time

in persona 4 i mostly just worried about whether or not i was always making the best possible use of my time, because the thought of "screwing up" my playthrough of an 80+ hour rpg overshadowed everything else. even knowing that there was more than enough time, and even with the help of various guides, i ended up dropping the game maybe 10 hours in

time loop games like majora's mask and outer wilds don't have that fear that i'm going to "ruin" a playthrough since you get as many loops as you want, but they lead to a different form of stress due to the way you can miss certain events and have to just start the loop over and wait for them to happen again. or, you just get interrupted by the time loop in the middle of doing something else. rationally, i know that majora is very generous with its tools to mitigate the time loop and it isn't hard to work around it, but that irrational stress remains. similarly, the passage of time in stardew valley (both the loop of seasonal events and the time limit of each day) turned what's generally considered a "chill" game into a constant frantic scramble for me. i've never made it past summer

in outer wilds in particular i felt like any time i was starting to make a little progress on a planet i'd hit the end of the cycle and have to start over. this is possibly an adhd thing, but those resets got me into a loop of thinking "well, i guess that was a dead end for now" and trying to investigate some other random thing, only to die or hit another reset before making any progress. despite wanting to like the game i have yet to make it more than two hours in

that being said, i do think these games are fascinating from afar, and i wouldn't want to see these time limit-driven experiences taken away from other people. i'm just not sure they're for me. again, adhd might be a factor here. it's harder to take my time and investigate random distractions on a whim when the clock's ticking

(on the other hand, i really enjoyed minit, probably because the time limit is SO short that it keeps your expectations for how much you can do in one loop in check, and if you fail to do what you were trying to do in a loop then you've literally only wasted one minute)

Yea, I totally get that - my girlfriend played Persona 5 with a guide for the same reason, because you can miss an entire extra dungeon if you don't happen to build the right relationships in time. With the guide, that stress is gone, but it feels like such a slipshod solution... the weight of having to retry such a huge game (or risk missing a huge chunk of it) is just so much.

I think time limits like these are a pretty contentious & polarizing mechanic for sure - not that they're good or bad, but they certainly tend to be stressful by design and I think by nature not going to appeal to everyone. (really, that's all game mechanics, but...) Thanks for your thoughts!!

Games with actual time limits stress me out because I really like durdling and exploring at my own pace, but from my perspective, Majora's Mask doesn't really have a time limit. Each cycle does, sure, but you can play the Song of Time as many times as you need to, or want to. If you want to spend an entire cycle pretending to live on the ranch, there's no penalty for that, you're not wasting time you can't get back.

For sure! Yea, Majora doesn't have a major singular time limit, but the timer creates stress for a lot of players. When the third day is ending and you are trying to get major tasks done (usually finishing a dungeon), the threat of time and losing all that dungeon progress can become very stressful. But for some folks that's part of the appeal, so..!

Re Unsighted: I ended up dropping it partly because of the timers. I think it was an issue of expectations. I went into the game mostly blind, and the game opened with what, to me anyways, felt like very clear homages to Hyper Light Drifter's opening. I absolutely loved Hyper Light, but I played that game kind of meditatively; I liked exploring it and discovering secrets at my own pace. But then the consequences of Unsighted's timer mechanic started hitting me and I started realising how different of a game it is, and the antagonism between exploration/discovery VS progression and not having the timers run out felt too aggressive.

But, I actually think the timer mechanic is entirely justified, and that Unsighted is full of other super cool elements! (it also does have an option to play without the timer!). Honestly Unsighted might be the coolest game I've dropped, and I absolutely recommend it if you know what you're in for or also as a fun game to speedrun or watch speedruns of if that's what you're into. To go back to the timers: i think they're cool! they make sense, but you feel them viscerally if you miss them, which is good! I just wasn't in the mindset for that when I played the game, so I still think i might come back to it someday lol.

On the other hand, I've also played Persona 5 and its time limits didn't really bother me that much there, i also went in mostly blind, but the time mechanics felt more... mundane? than Unsighted, and in that way it felt less aggressive. Like, sure, it really is a bummer if I don't get to max out all the social links with everyone, and if I miss out on a few fun cutscenes, but the game still wants you to and lets you spend time with those characters in its world, so it feels a lot like just naturally spending more time with some friends and less with others. Part of it bothering me less is prolly that it's turn based too, so it's a lot less frantic, but also, that it's a whole ass RPG, so I didn't hate that it had some mechanics that would nudge me to move forwards and not spend a million hours playing it.

And I want to mention Mega Man X2! which has kiiind of progression-based timers. In MMX2, you can defeat 3 bosses to collect different pieces of Zero's body. They each start appearing in hidden rooms in the regular stages after you've defeated a certain number of normal bosses, but they all go away when you've only got 2 of those normal bosses left to go. IIrc, while the game tells you when they spawn and in which stages, it doesn't tell you from the outset when they'll go away thou, but what's interesting is that the consequence of missing their fights is a reward in its own way.

If you missed collecting all of Zero's body, then the antagonists reconstruct him and force him to fight you just before the final boss. Then you beat him up until he goes back to being his old self. If you fought the hidden bosses and recovered Zero's body instead, a cutscene plays out where the antagonists present a fake Zero to you, and just as you're about to start fighting it the real one shows up and instantly explodes it.

So the reward for completing the time-limited challenges is playing what feels more like the best-ending and that you get to see Zero be an absolute badass. And the "punishment" for missing the limited time events, is that you actually get a really cool "protagonist VS mentor-ish best friend gone rogue" fight, where Zero still stays alive at the end! And the thing is, specially when I was a kid, I do want to properly save Zero... but I also want to experience the cool Zero fight.

I guess what I'm saying here is that, while it might be too forgiving by having essentially no narrative consequence for fighting Zero because he's just fine in the end anyways, I like MMX2 deal because it gives you something to look forward to even if you missed the timed events, so there's something rewarding about it no matter what, in one case narratively, in the other gameplay-wise. And it's not too frustrating to realise there was a different path available to you, because MMX2 is a very short game that is easy to replay from any point, from any state via the game's own passwords system. So it doesn't matter which path you take, there's incentive and easy ways to try the other one (arguably, in this specific case, it's more fun to miss the timed events on replays lol).

Not to go even longer here :'), but I also really love Risk of Rain and the way it very directly ties difficulty with time spent playing, while also presenting potentially high rewards for spending time exploring and defeating enemies. The permanent question of "do you want to progress, or get cool items while making the game harder" is part of why I think it's a really fun multiplayer game too... huh, thinking about it this game also kinda rewards you either way whether you let the timer run or race against it.

I looooved the feeling of risk/reward balance of Risk of Rain, it was very cool in that regard. I think one design issue roguelites run into is:

  • They're very hard, so you want to collect everything & explore every nook and cranny to maximize power
  • Exploring everything can be very tiresome and unfun, just running back & forth across cleared rooms

I used to run into this when I was playing Binding of Isaac and it was tiring... RoR having its timer nudges you to keep moving, which is good!

The MMX2 example is an interesting one! Using a time-sensitive event to hide cool but minor secrets is neat, and can gently encourage replays without the player feel like they're punished for missing it. I think that's something that designers could implement into a lot of games just for fun ~ Thank you!

I had a violent reaction as a child playing digimon world on ps1—the "toilet meter" just had me shaking all over as I was playing the game (the digimon would evolve into a "bad" form if you didn't make sure to let it go to the toilet before the toilet meter went to max, and I didn't want a "bad" digimon so I was really scared to explore too far into unknown areas). I avoided any games with time limits like that for a long time.

I came to really love pikmin 3 later though, and I don't think overarching time limits bother me anymore. in any case, the time limit in pikmin 3 that isn't very restrictive and you can rewind too. the coop missions in pikmin 3 have nice short time limits that demand efficient teamwork to clear (or get a good score)—I love those mission so much

Time limits increases the pressure for me to "meta-game" to try and do what's optimal instead of what might be fun or interesting. Especially in things like Persona where you can miss out on equipment or content. Majora's Mask is better for me, since I can reset the time and not miss out on anything permanently.

Read none of the comments there's a lot of text there

Majora's Mask I somehow was able to get over the anxiety of playing while growing up, though I was a lot more cautious with my time limits than I am now.

Pikmin was just too hard and I couldn't wrap my head around it until I was older. There's some kinda wall of "understanding that the video game is just a program" that I unlocked at some point that made the time limits less of a factor. And just not being 12 or whatever.

I think an interesting aspect here is that you've put Majora's Mask here when its time limit is reset-able. Like yeah sure you only have X amount of time before you're forced to reset the timer or face the game over screen, but the time limit isn't a Hard Time Limit, so it feels confusing to me personally that people stress out over it? (This might be more because I have terminal game designer brain though so my way of engaging with games is very different from most other people...)

I havent played much in the way of games with overarching game ending time limits but maybe I should think about the design of such because it's an interesting angle of pressuring the player, especially in like, a game without (a focus on) combat.

So like, the "Turn-Based Timers" approach with like, Persona 5, or even in like, turn-based rpgs where a boss will fucking annihilate you within X turns, just means that you need to REALLY take your time making each choice you make. This style tends to lean more into the like, appealing to people who just really like scheduling and spreadsheets and that's cool! I think that's neat. (Editor's Note: actual dating sims operate like this i believe? I havent really played any but that's my understanding of the gameplay, managing your time and resources to hold hands better.)

Ultimately my thoughts are largely just "Ok so what purpose does the time limit serve in the context of this game?" The answer is diverse BECAUSE so many games apply it differently! A question of inevitability is given and the player is asked to figure out what to do with their time.

Yea, I believe the stress that people feel about Majora's timer is more about the pressure to go fast within a single cycle. I think this usually comes into play with dungeons in particular; if you can't complete it in a single cycle, you have to start from the beginning, which is a pain for some folks (I ran into this a couple times the first time I played).

I do think there's an appeal for certain players, when timers encourage note-taking and extreme planning ahead. Dating sims feel like a really good example - with games like Tokimeki Memorial, you can play it without any planning ahead and still have a good time with whatever girlfriend & story you end up with. But for the nerds who dive in headfirst, you can do take notes and come up with a whole schedule to meet various deadlines, and uncover some of the really arcane parts of the game... I kind of dig that? Timers as a way to hide secrets & reward deep exploration of a system is very cool imo!

Rain world.
2 (+ some more) time strickter things.
First each cycle of the game has a timer when rain comes. Notably this rain fall hard enough to pound you & most things to their death. You are given a timer & the range of time per cycle varies on what slugcat campaign your playing. It's a fun 2d metroidvania / souls1 ish like map survival game where you play as a slugcat.
The other big thing is the base games hard mode "hunter" which limits you to 19 cycles (+5 given later) to complete the entire game in a hader turned up world with new challenges & a stronger really enjoyable slugcat. Notably this cat is a push ore towards directly engaging with the games combat due to it being easier to feed your currently played cat which doesn't benefit as much from food you normally don't stab to death.
It's a great time for the game & a fun step up that encourages some fun routing challenge while still being open to go about & do things than just progression (stress varies also lots due to the games benefit for saving / resting before rain vs penalty (& minor benefit) of death that has to be kept up in different parts of its progression.

Typed why very drowsy. Highly recommend rain world. Its my favorite game (that Or Celeste.) & It also got an amazing dlc with lot of mod devs joining the dev team. 5 New slugcat campaigns, mod support, campaign local coop, expedition / objective given & doo mode with preset & randomly set challenges, safari where you can play / mess with any creatures to game has controlling them in regions you go the "safari" collect for. (Also remix which is part of base game with bunch of qol, assists, & additional features to add to the experience.) Update Coming
to consoles soon.

I think most of what I'd say has been said, but yes, I love the Majora/Outer Wilds stuff but I find the Pikmin style a bit stressful in the same way that I kind of don't get on with things like the (excellent) new "[Bodily Fluid] of the [Landmass]" Zelda games — in those games I'm given loads of resources (elixirs, herbs, weapons, mushrooms, money, etc) and I have no idea what they might be useful for or how valuable or scarce they are, and then I'm asked to manage them in such a way that 100 hours from now Future Me will have everything they need to complete a challenge of unknown difficultly. I can't do that! Putting in a time limit makes time into one of these resources, and moreover one I can't simply hoard. Pikmin mitigates this quite well by telling you up front how many objectives the game has altogether so you have a good idea how much time you should be spending on each level, but this is absolutely a pain point that anyone using a time limit in their games needs to think about.

I'd say it depends a lot on the game. I don't mind a time limit when it feels like it's adding an appropriate challenge to the game and there's still room to do things in different ways, but I hate time limits that I feel like are limiting me to a single optimal path and preventing me from experiencing parts of the game.

Wanna talk a little bit about my favorite example of a timer game, which is a little different mechanically but gets at some of the same stuff: Breath of Fire: Dragon Quarter. In the game your main character Ryu has a dragon inside him that gives him super strength and will eventually kill him. The D-gauge as it's called starts at 0% and it goes up a certain amount whenever he uses dragon moves, and also goes up more slowly just by walking (so it's not really a timer, but close enough) and once it hits 100%, it's game over. The game then puts you in situations where you have virtually no choice but to use the dragon powers, and also have no way on an initial playthrough to judge how much must be saved for later. Nominally an RPG, the game actually borrows heavily from horror games and adds elements of its own all to stress you, the player, out, make you feel trapped, hopeless. The setting is likewise claustrophobic - society lives underground, forbidden from seeing the sky, pollution from stale air promises to slowly wipe out society. You'll climb from the lowest point up to the surface, if you can. The principal accomplishment of this game is to make it to the point any other game would start at (if this sounds like the first episode of Gurren Lagaan, take a look at Ryu's visual design compared to Simon's). You can't copy your save file, and you can only save by using a limited number of save tokens. The UI also plays a role in that: the D-gauge percentage is ever-present in battle and field screens. Everything in the game conspires to make you feel as if you are at an unrecoverable disadvantage. There's even a button in the menu you can press to intentionally give up. Giving up, though, isn't the end. You can start again in one of two NG+ modes - one keeps your current plot progress but starts you with extremely limited resources, leading right back to over-reliance on dragon powers, the other starts you at the beginning with firmer footing. Starting over also has the benefit of unlocking more plot and character screens. It's an intended part of the game's cycle. I can think of very few games with an ending more impactful, that really capture a feeling of hope puncturing overwhelming despair, than this one.

Being the fifth entry in a beloved and generally more colorful (if not more cheerful) franchise, was not received particularly well when it came out. But it is a brilliant, brilliant game, and I think you can find its DNA in the likes of Dark Souls - the journey from sunlight through the depths to blighttown and then back gives me very similar vibes, the quiet call for perseverance in the face of overwhelming adversity, and the idea that a game needs to be replayed for a player to be able to contextualize the stuff that happened the first time around. Good stuff.

With everything you describe here, it does not shock me at ALL that this game would have a hard time finding its audience, but it's the kind of wild experiment I love to see! It's even cooler when you see that risk taken in an established franchise.

The system itself sounds really interesting. It feels unique for a turn-based RPG - like you said, it's something you'd only find in horror games - extremely limited resources with no clear idea when you should be using them. I've seen some indie RPGs flirt with that level of scarcity, but nothing at that level. That kind of genre mashing can lead to such cool stuff, it makes me wonder what other cool elements could mix...

I also love the idea of having an extremely powerful "I win" button with no idea how many times you can afford to press it, haha. It's the kind of thing that turns game balance upside-down in a way that a lot of designers strive to avoid nowadays, I think!

Thanks so much for your post, I'm gonna look more into this game!

I appreciated how the timer enabled Majora's Mask to create a more "realistic" world. Everyone besides the player isn't standing frozen in place or walking in circles. NPCs have actual daily routines. It's something I'd never seen before and have only seen in Stardew Valley since.
That said, DAMN is it stressful! I can think of a few tweaks off the top of my head that would have helped a lot (like being able to use the defeated boss masks to simply toggle an area to its post-boss version instead of needing to re-fight bosses over and over if you missed something).
Timers can be a great tool for doing things you couldn't otherwise do, but have some mercy, video games are supposed to be fun.

When it comes to things like active times, it really depends on what the goal I have to acheive is. Like, does the game reset at the end of the timer? (Majora's Mask or Outer Wilds) If yeah, then I don't mind it, so long as between each run, I get to keep something of signifigance, whether that be knowledge, or items, or even just something that makes the stuff leading up to that next run better/more likely to succeed.

As for turn-based timers, again, it really depends on whether or not I'm capable of completing all my goals in the recommended time. For example, I am NEVER going to be able to beat a Persona game the way I want on first attempt, simply because trying to juggle social links, gathering and leveling persona, dungeon crawling, gathering money and equipment, and improving my personal stats in one run. So usually I just dedicate the first run to gathering as many persona as possible and improving my stats, and then use my second run to actually form all the social links and "win" the game.

I guess when it comes down to it, I like games that make it so the time limit forces me to actually limit my attempts to one specific goal so I'm not left flailing around and end up not completing anything I want (Outer Wilds), but I don't like it when they sneak up on me and I lose access to parts of the game/get bad results because I either didn't know there was a time limit or I'd have to rush like crazy to get the result I want.

When the time limit doesn't make me feel anxious every time I play it, I love them. When they already impose a frustrating limitation on an already very long game, I'm not a fan.
So I guess for me, short term time limts that give me the ability to plan ahead by either letting me retry the same thing over and over, or by virtue of letting me pause it and think it over, are great. Long term ones can be fun, but only when there isn't so much for me to do that I can't possibly get it all done in one attempt. But I genuinely hate ones that leave me starting all over from scratch.

The only example I have of the last one is a pair of games called Wasted (or Wasted: A postapoclyptic pub crawler) and Moonlighter. See, in both games, the longer you play, or if you obtain some rare item, the higher the chance that a nigh unstoppable enemy will appear and start hunting you throughout the level. In the case of Moonlighter, avoiding it isn't HARD, but it's definitely a "welp, this level is no longer searchable" moment, especially since the game's backpack organization leads to a lot of moments where you really, really have to stop and think about what you want and when you wanna keep it. A for Waster, the giant, power armor wearing, minigun toting guy hanging out in these levels ripped straight out of Fallout is a gigantic bullet sponge and he pumps out enough hurt to kill you in just a few seconds if you aren't careful, Even if you defeat him, his weapon and armor aren't nearly good enough to make up for the supplies you just lost fighting him, especially since the ammo is pretty dang hard to source. So basically, it's a time limit that forces the player to rush through levels designed to hurt you or be explored carefully, and don't actually reward you for success outside of not punishing you.

While Moonlighter's other aspects can kind of help me ignore this element, Wasted was absolutely kneecapped by this decision, for me at least.

It stressed me the heck out in MM as a child at first, but I eventually grew to love it. I think of Outer Wilds the same way. The world just feels so much more alive when the NPCs have their own agendas that they pursue in real time, instead of just standing in-place waiting for you to interact with them.

The way Persona 5 did it is great to me, picking an activity makes time pass and you can't do it all. That's life!! The way Dead Rising did it is also pretty great because the world (mall) feels alive when stuff just happens even if you are bumbling around somewhere else. The problem with Dead Rising is the awful bosses, not the counter.

Guess I haven't played too many games with time limits but I think it's a good idea to put some motivation on the player to get them moving forward. Doing and seeing everything in a game is never worth doing and making it impossible is a good idea.

(hi!)

I'll be honest, there's a variety of things that short-circuit my brain and make me unable to properly take in an experience

that said, I don't think time limits inherently do that. I think with Majora's Mask, my attempt to play it was a combination of

  • the time limit;
  • the (intentional and honestly quite amazing) unsettling reshuffling of OoT;
  • and regular gameplay confusion

making me too overwhelmed, and I just didn't have the energy to stick with it through that. I think if I gave it another shot with more mental energy, I'd get used to it enough that I probably wouldn't mind the time limit anymore, since it's not a finite-time game. You can reset it.

Other timers:

  • stuff where you like press a button and a timed door opens? Barely registers as an obstacle
  • quest time limit in Monster Hunter barely registers to me, even when they make it shorter as a high-end limitation. ONCE in my 1.5k+ hours across games have I failed a quest because the time ran out, but that was just memorable, didn't make me feel bad
  • AI War, a somewhat obscure asymmetrical PvE RTS, has a timer of sorts: Your opponent gets stronger over time, and if you procrastinate too much, you will get overran. In-universe, your opponent outmatches you in every aspect, and you survive because you haven't drawn enough attention to yourself, and this attention count increases both with your actions and over time. That one hits the right spot for me.
  • I'm not deep enough into Pathfinder: Kingmaker to have a definite opinion on its time limit, but I feel like it's gonna be one of those "irrelevant until panic because you're running out" scenarios.
  • in competitive games (fighting games!!), time limits are an important tool in my experience that limit certain degenerate strategies (not pejorative, in the game theory sense). And they also lead to exciting situations as time ticks down! Definite fan of those.
  • AI: The Somnium Files has a timer on its puzzle segments. I didn't strictly mind them--I had to redo puzzles a few times because of them, but the way you interacted with it was very centered around time management, with a couple really cool things it did. Also I streamed it for my friends and we had a grand old time meme-ing about "six minutes, Date", so it there's that I guess!!

I'm not sure I've played stuff with turn-based time limits much. Arguably Kingmaker?? It's "time passes while you travel on the overworld and rest" time, that's neither real time nor turn-based. Maybe Into The Breach. A couple fights in Slay the Spire. But none of those bugged me much, so I think they're fundamentally different from real time/"action" time constraints.

(as an aside, another mechanic that inherently messes with me: Stealth games that reward perfect stealth. I literally could not play Dishonored because I would reload a save the second I'm spotted, and that's so boring to play, but I CANNOT get myself to just roll with it. Operation not supported. Quit it two hours in, I think.)

sorry for the unstructured mess of a response, this is not even the first draft but too many words out of brain :S

Oh, these are interesting examples!! I had actually somehow forgotten AI: Somnium's timers, but they are such a blatant & powerful part of the investigation scenes, and it's so clear the designers are trying to mess with you through the timers (when you see a 999 second task pop up...). It's a neat way to play with the player, and add some tension to the mystery solving. It puts a little stress on you to make you value exploration and discourage digging into EVERY little nook, which would drag down the pace. Though, having to retry the missions - the puzzle timers are pretty tight, honestly - can be a pain. And yea, it is extremely fun to remind Date that he only has six minutes. Time's running out!!

Monster Hunter is a good example too, I had completely forgotten it. It sounds like timers are used as a bit of a gear check and to prevent turtling... I've never played myself, though.

Thanks for your thoughts!!

in reply to @MOOMANiBE's post:

The key example of this is perhaps Atelier Sophie, a game that gives the player so little direction that experiementation is perhaps the only way forward; it's possible to spend hours and hours and make no narrative progress, if only because you're exploring your possibilities and, perhaps, do not understand what "progress" means in this situation.

oh hey this is what happened to me in Atelier Sophie, and I never figured out what the answer was

Wow, in my message I had completly forgotten to mention Mask of the Roses, despite the fact that I am still playing the game! I don't know how the hell I forgot that, I must have been tired.

Thanks for the write up, it is interesting! The timer mechanics in Majoras Mask made me deal with scarcity in a way I typically don't in a Zelda game. I still remember the moment I started a new loop, and I had to run around looking for arrows rather than beeline to the dungeon.
My favourite timer is the one that influence the whole game. The Longing is one of memorable to me in that genre, because not only the game has a time limit, albeit a very long one of 400 days, but you need to wait sometimes for days before certain part of the cavern unlocked, so you need to find ways to pass the time. It create this really interesting game which feel like it has an energy mechanics despite not actually having one, and like the best game with an energy mechanic,

I really love timers in games. Pikmin is perhaps my favorite game series. Stardew's daily loop is so compelling. When implemented well, I find these sorts of loop-oriented timers are compelling regardless of what my skill level is in a game: They are exciting and nerve wracking as you learn, but become central to your decision making with mastery. A limitation turns into a motivating force when you've built up your execution skills and strategies.

I can understand why others don't enjoy them, though. Any active timers should build in considerations for accessibility and approachability, but most often don't. It's friction-forward design. Making a game feel more like work, or at least impart some kind of stress, could certainly be a turn off. Simulated day/night systems can also be fairly addictive, but don't leave as sour a taste in my mouth as other cheap gameplay hooks (gambling, grinding, etc.)

Hah, I didn't really have a clear goal of what exactly I was looking for, but seeing the wide variety of reactions to time limit games, and learning about the unique experiments different games have tried is really cool, and gives me a bunch of ideas to consider for future game design ~

I had no idea the earlier Atelier games had a time limit! I can see why the smaller, staggered goals were better received and less opaque, but the idea that the early games might give you a single goal to work on over a whole playthrough... I love the idea of a game saying "You have two years to make Z" and you're like "buddy, I barely know what A is"; it sounds wildly unique as a concept even though I can imagine in practice it might be less exciting. My girlfriend compared it to Breath of the Wild giving you the quest to "Defeat Ganon" immediately after the tutorial... it's a cool move.

Citizen Sleeper sounds like such a cool example too, and I really think the GM comparison is neat - so much of tabletop roleplaying is finding a way to turn "failures" into unique and equally interesting stories, and that still feels pretty rare within games outside of specific genres like roguelikes. I can't think of a lot of games that say "oh, you ran out of time - here's something interesting!"

Anyway, these all sound rad, and particularly Time Bandit sounds wild as hell, so I'll have to take a look. This was cool to read, thank you!!

Citizen Sleeper is a funny example for me because I actually made the timer fully redundant for myself. Unintentionally, I immediatedly identified that getting more dice and keeping more dice was optimal and always leaned into that. I'm not normally that much of a min maxer, as much as I wanted to be able to do as much story stuff as possible. The way this snowballed, I quickly found ways of keeping myself topped up, so the timer became trivial as I too smoothly sanded off that edge.

The timer still works for most people, but I think it's interesting how this particular case undermines the initial intent. I did not feel desperate by the end, I wasseeing opportunities to leave the station and opting not to take them. I both felt like it undermined the general intended tone but also felt like it fit a certain narrative, where my Sleeper didn't have to choose an out because they'd found a way to carve out space to live sustainably on the station without being under perpetual threat.