I've replied to you something on the order of 4-5 times on an internet forum, at the high cost of 3-5 minutes of typing. If that constitutes "hounding" to you I am very sorry. This is a discussion forum. If you prefer, you can amend all your posts with a disclaimer that only people who agree with you are to respond, and anything else will be characterized as "hounding".More Fun To Compute said:Not really sure why you not taking my thoughts seriously should be such a huge "in your face" issue for me. There are plenty of people whose thoughts I do not take seriously but I don't really hound them so much.
You're the one said you made an effort to explain your position logically. You are correct, you have no responsibility to be logical or support your arguments. This is an internet forum, not a graduate thesis.More Fun To Compute said:What responsibility do I have for explaining why people don't like time limits? Not much at all really.
I would never claim they "should never be used", but I certainly do not like them, and the reason I don't like them has nothing to do with the fact they are "challenging". As I rather sarcastically pointed out earlier in the thread, there are a great many ways one could add challenge to a game that wouldn't necessarily be to that game's benefit. I don't view "challenge" as the sole, monolithic imperative of gaming, at the cost of all other considerations. Whenever I have encountered genuine time limits in the past, most particularly in RPGs, it has almost always been an irritating implementation.More Fun To Compute said:I can empathise to a certain extent but not with the harsh absolutist position against the concept to the point of saying that it should never be used in a game because there are other challenges that can be put in games. You could use that same position for any challenge. Like, I think that anagrams should be completely removed from scrabble and replaced with maths puzzles because anagrams make me angry and I can't do them, so there is no excuse.
A harsh absolutist position would be "Anyone who doesn't like time limits is a pussy who likes to complain". My position is "I don't generally care for them and in my experience their inclusion has harmed games more than it has helped", which is considerably less absolutist, and allows plenty of room for people to enjoy or not enjoy time limits in games without me calling them names or making sweeping assumptions about the nature of their character.
I certainly don't have an issue with "pocket urgency", where A quest or A storyline has the pacing ratcheted up, and perhaps you're facing a time frame where there are regretful consequences to dallying. It tends to be terribly at odds with a game like, say, Skyrim, where the design of the world encourages you to poke around as thoroughly as possible before moving on, but there are plenty of other games where it would work beautifully. You just need to avoid a Fallout situation, where you play the game normally and suddenly it's "Lol out of time, GG".thejackyl said:That way your time progression is based on the main quest. There's no real time limit, and you still feel the urgency on side-quests at least because if you advance the story too far, they fail.