The reason why open world gaming sucks.

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Brotha Desmond

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Jan 3, 2011
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I agree open world games can be a bit too open. Some times I get completely lost so I stop having fun and get frustrated. That's not to say I want my games to be on rails, but some direction would be nice.
 

Treblaine

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Jul 25, 2008
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It becomes apparent that time limits can be an interesting way to up the pace.

But then developers have to go ahead and be utter dicks with an unforgiving save and load system

Has anyone here attempted a speed-run? Now that is fun, even though the time limit is arbitrary and separate from the game (plus you can never beat the best times), what makes it enjoyable is the save system doesn't know about the time-limitation and tries to troll you.

Incentives to iterate and do things quicker and more efficiently are great way to increase the value of a game.

I got so much enjoyment out of Tomb Raider Anniversary/Legends as it had special unlock rewards for completing levels in better and better times. It was perfectly constructed with Bronze, Silver and Gold unlocks, each with a harder and harder to achieve time. Though the levels were long on first playthrough

This was before the days of micro-fisking DLC, now such content you just have to break your credit card out for. And NO IT IS NOT JUST PENNIES because it does not let you pay pennies at a time, you have to fork over a minimum of something like $5 or something like that. Which is retarded because I have bought 0.50 priced items on Amazon before.
 

Mr.PlanetEater

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May 17, 2009
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I think time limits can be used quite effectively in Open World Games as long as they aren't ridiculously short. Fallout 1 had a 150 in-game day time limit to get the Waterchip, yet 150 days was about 90 days more* than you needed--unless you really have no fucking idea what you're doing--so you weren't ever in a real rush.

Another example of time limits providing nice narrative effect while giving you more than enough time to get a considerable amount of things done was Majora's Mask. I never once felt overly pressured by the time limit in that game, and that was only three in game days. However you could always slow down time which might be why I never felt like the clock was fucking me over.

Basically, use a time limit in Open World Games if you're going to have a nice grace period. Something which Dead Rising did not have and as a result made me really despise the missions.

*And I spent a lot of time faffing about with Rad Scorpions and Raiders

EDIT: Rephrased my 150 days comment to make more sense.

Again, I don't think every game needs a time limit; I just think the notion that time limits have no place in sand box games is kind of silly and a bit too broad.