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RPGWatch Forums » Comments » News Comments » Rock, Paper, Shotgun - Time and Seasons in RPGs

Default Rock, Paper, Shotgun - Time and Seasons in RPGs

January 20th, 2016, 01:41
@RockPaperShotgun Richard Cobbett has produced another segment for the RPG Scrollbars titled 'Time And Seasons In RPGs'.

The times change, and we change with the times. Or in the case of RPGs, not. I've always felt this a bit of a shame, especially in games like World of Warcraft, where your character is officially hanging around long enough to see the leaves fall off the trees and the snow to cover up the capital cities. That's why I was quite keen on both Fallout 4 taking the time to redecorate Diamond City a little for at least Halloween and Christmas, and last week, to see a mod take the next step and give the Commonwealth a makeover for all seasons in a way that nobody's really tried since Lords of Midnight 3 way back in the 90s. Whole minutes of fun with the system clock there!

But then as now, it's hard not to start wondering how time could be given its due as more than the fire in which bad movies turn out to be even worse than they initially seemed. Maybe it could be our friend too, and in so many interesting ways.
[…]

Still, the simple fact that so few games actually do cool things with time means that it doesn't necessarily take much to stand out. Rockstar's Bully for instance offered a special Halloween event full of pranks and costumes and a Christmas equivalent shortly afterwards, and the Halloween section is one of the most memorable slices of the whole game. Similarly, while I'd argue that Blizzard really should shake things up a bit more each year, I remember the first time I did their Christmas content - going to get presents from Greatfather Winter, etc - and it was hard not to feel the warm fuzzies about that, even playing on a laptop that could barely run the damn game and looking out a rainy Yorkshire evening instead of a snowy winter wonderland.
[…]

Even so, when I look back on some of my favourite moments, several do involve the passing of time and the ability to do stuff with that. Consortium for instance, the closest to a modern day successor to The Last Express that I've found (sequel Kickstarter coming soon, and I've got my fingers crossed for it) does some fantastic stuff with it, like a murder mystery that has to be complete by a certain point, but doesn't simply drop the boot if you fail. It's like playing through a slightly clunky SF version of 24, where disasters are always happening and piling on each other, and you're right in the middle just trying to keep up. On a smaller scale, I also like games that force you to choose at least some options under pressure, like the Telltale games, or Alpha Protocol, which did exactly the same thing… only had choices matter.

And I like the sense of a world outside the confines of my screen, even if most games that do that tend to limit themselves to one big moment to knock over-confident players off their stride, and then immediately lose interest. The start of Deus Ex: Human Revolution for instance, where taking too long pissing about the Sarif offices leads to the hostages being killed before you get there. Mass Effect 2, where wasting too much time before rescuing the captured crew leads to them being mulched in front of your face. Star Control 2, where the enemy Ur-Quan turns out to be in the middle of a civil war which resolves during your fight. Spoiler: This is not great news.
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January 20th, 2016, 09:43
Fucking Daggerfall.

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January 21st, 2016, 02:47
Funny, this is one of the things I was talking about in my thread about developing a blobber.
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