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#1 |
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Join Date: Jul 2010
Posts: 3,495
Like: 0
Liked 3 Times in 3 Posts
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Chris Avellone has kicked up a short blog at Obsidian, following up on a promise to respond to a Reddit reader about quest time limits in games - such as with Fallout 1:From a gamemaster/game designer perspective, the idea of time limits is appealing. It creates pressure, and it creates an urgency for the player that's hard to beat. |
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RPGWatch - http://www.rpgwatch.com Last edited by Taluntain; Sat, 19th May '12 at 5:29pm. |
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#2 |
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Gems: 3/31
Latest gem: Lynx Eye |
I must say Fallout system in that particular was done right. And I say mostly about F2, not 1, since I dont like 1 much. Still.
You have a time limit, which punctuate your journey with dreams. If you play around too much the homeland is affected (which you can check if you return). The dreams are done right to push the emo-button on player. I dont ever let the 3rd dream happened, let alone the 4th. The state of the tribe is heartbreaking. And if you hate the dreams, well, you can jump straight to that major event by bringing the stuff right back home and circumvent all the messy dreams. Now you can explore and solve quests to your heart content. NO compromise, I say. You know F2 perfected the system. Now you just reapply it to Wasteland 2. No compromise with the casual crowd. |
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#3 |
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Join Date: Jun 2000
Location: Cori Celesti
Posts: 20,857
Blog Entries: 13
Like: 174
Liked 132 Times in 85 Posts
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Personally, I dislike games that force any kind of a time limit on me, for the same reasons MCA listed. I play games to relax and to explore them at my own pace, not to zip around like a headless chicken racing against the clock. I don't need a stress simulation any more than I need another hole in my head.
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