if you hate blog headlines so much, then why u keep reading those and screenshotting?
why waste your energy on this? you'd feel much better by stopping the sort of behaviour that causes you negative feelings
Persona's takes place over such a long time period that I don't consider it in the same ballpark as a real-time day-to-day timer.
Personally I find real-time timers stressful to the point of being unfun. Constantly feels like I'm being inefficient and I have no time to relax and actually enjoy the game. It's the exact opposite of immersive.
However I do like invisible timers where time is passing organically and you can see the environment changing over time (e.g. Outer Wilds).
oh good call, i forgot that came out but i did want to buy it. Seems super fricking israeli of them that the Marie Plus port is only available if you get the digital deluxe version for $20 more though, Sasuga Koei.
I bit the bullet anyway (even more so because I imported the English physical copy from Hong Kong), playing both the remake and the original together is fascinating.
It’s almost as if these games are designed around the mechanic and if you were to remove it, they would be piss easy. Dead Rising and Pikmin especially are designed to be replayable, and sequels that remove the time limit are always weaker.
>Persona 5
That game is insanely generous with it's timelimits, most people playing through it usually get the objectives done by the 2nd day when you usually get about 20.
I keep forgetting however that most people both here and everywhere else just play games once at best, and the idea of playing a game twice overheats their midwit brain.
we are living in a era where people want games to replace real life, as such something that is reminding them of their consequences of procrastination isn't going to be something they enjoy
Persona's time limit makes sense because otherwise it would be boring shit, you need to priortize which links you want to max and which links you can get before the end of the game. Kinda like a strategy game which is good. But time limits in most other games such as Lightning Returns serves no purpose besides locking quests behind NG+.
Yeah if you can't get past the turn limits in XCOM 2 then you fricked up on the strategy layer and your equipment just sucks. And if you run into just unavoidable bad luck in some missions, then you also fricked up on the strategy layer because you should have had backup soldiers trained up.
Not real time, it's the calendar system. Days pass when you choose which activity to take and you have a limited number of days before having to move on to the next main story event.
This is the reason I haven't gone back to finish Disco Elysium yet. I'm not 100% sure whether it's based on wall clock time or actions taken, but either way it was stressful having to prioritise what I needed to do each day and needing to choose what to leave out. I found myself skipping things that sounded potentially fun and interesting because they might leave me short of time to investigate important stuff.
I imagine that stress is a deliberate part of the creators' vision and I don't want to detract from that, but I'd much rather be able to poke around at my own pace. I also imagine it's intended to encourage replays, but I'm not interested in that and rarely replay story-based games.
I do like SHORT time limits within highly replayable, non-story-based games though. I know the ghost in Spelunky was unpopular but I thought it was perfectly balanced.
if you hate blog headlines so much, then why u keep reading those and screenshotting?
why waste your energy on this? you'd feel much better by stopping the sort of behaviour that causes you negative feelings
Persona's takes place over such a long time period that I don't consider it in the same ballpark as a real-time day-to-day timer.
Personally I find real-time timers stressful to the point of being unfun. Constantly feels like I'm being inefficient and I have no time to relax and actually enjoy the game. It's the exact opposite of immersive.
However I do like invisible timers where time is passing organically and you can see the environment changing over time (e.g. Outer Wilds).
They potentially can be you zoomer homosexual. Dead Rising is a prime example.
ya i like dr1 and otr
t. zoomzoom
As an Atelier player, I've known it for a long time.
Arland 4 when? (no, Lulua doesn't count, that's a Mysterious game wearing a fake mustache trying to tell you its an Arland game).
Never, play Arland 0.5 instead.
oh good call, i forgot that came out but i did want to buy it. Seems super fricking israeli of them that the Marie Plus port is only available if you get the digital deluxe version for $20 more though, Sasuga Koei.
I bit the bullet anyway (even more so because I imported the English physical copy from Hong Kong), playing both the remake and the original together is fascinating.
It's just an article man. They kind of have to word it like that.
It’s almost as if these games are designed around the mechanic and if you were to remove it, they would be piss easy. Dead Rising and Pikmin especially are designed to be replayable, and sequels that remove the time limit are always weaker.
>Persona 5
That game is insanely generous with it's timelimits, most people playing through it usually get the objectives done by the 2nd day when you usually get about 20.
Royal is a lot more generous but the original 5 had Morgana be extremely obnoxious and not let you use the late night period to grind stats often.
More so it has new game+
I keep forgetting however that most people both here and everywhere else just play games once at best, and the idea of playing a game twice overheats their midwit brain.
Still Capcom's best game.
The biggest casual filter.
ENTER
They are though, as long as the time limit isn't too strict it forces the player to, you know, actually play the game.
we are living in a era where people want games to replace real life, as such something that is reminding them of their consequences of procrastination isn't going to be something they enjoy
almost anything can be good in a game if properly implemented.
You're a complete casual moron if you have a problem with any of the time mechanics in this OP.
persona is a turn based game, "time" there is a form of resource management, not a source of stress.
the other two suck though
based journalist for once with good taste? also should've included dead rising and lightning returns.
Persona's time limit makes sense because otherwise it would be boring shit, you need to priortize which links you want to max and which links you can get before the end of the game. Kinda like a strategy game which is good. But time limits in most other games such as Lightning Returns serves no purpose besides locking quests behind NG+.
i liked time limits in xcom2, shitters stay mad
Yeah if you can't get past the turn limits in XCOM 2 then you fricked up on the strategy layer and your equipment just sucks. And if you run into just unavoidable bad luck in some missions, then you also fricked up on the strategy layer because you should have had backup soldiers trained up.
Majora's Mask day cycle is 3 hours with slowed down time. If you're playing a game for longer than 3 hours then something's wrong.
Persona has a time limit?
Not real time, it's the calendar system. Days pass when you choose which activity to take and you have a limited number of days before having to move on to the next main story event.
Honestly the dates are so inconsequential I never paid attention. Also the fact you do entire dungeons in like 2 days.
It's consequential if you're trying to max everything
Atlus casualized P5's time management so hard. Fortune Arcana makes maxing SL's on your first time a joke to do.
This is the reason I haven't gone back to finish Disco Elysium yet. I'm not 100% sure whether it's based on wall clock time or actions taken, but either way it was stressful having to prioritise what I needed to do each day and needing to choose what to leave out. I found myself skipping things that sounded potentially fun and interesting because they might leave me short of time to investigate important stuff.
I imagine that stress is a deliberate part of the creators' vision and I don't want to detract from that, but I'd much rather be able to poke around at my own pace. I also imagine it's intended to encourage replays, but I'm not interested in that and rarely replay story-based games.
I do like SHORT time limits within highly replayable, non-story-based games though. I know the ghost in Spelunky was unpopular but I thought it was perfectly balanced.
Persona 5 should not be there, i maxed every confident out first time without a guide, it should not be that easy
Time limits are fine if the game properly incorporates it. A bad way to incorporate it would be like Xcom2 did
in retro games time limits were pretty common