Tobold's Blog
Saturday, August 15, 2020
 
Time is not of the essence

Horizon Zero Dawn, like many other games, has both an open world exploration part, and a story part. Now in games like that I tend to take the story slowly, and concentrate on the open world part first. So while I am not very far advanced in the Horizon Zero Dawn story, I have already reached a major goal that isn't story-related: All of my inventory slots are maximized, for resources, gear, and ammo. I prefer to play the game this way around, because now I won't have so much trouble with inventory management when I play through the story. I can shoot arrows for longer before running out and having to craft new ones, and so on.

Story-wise this means that while technically I was in pursuit of killers, I took many days "off" that chase, and spent it grinding for currency and materials for crafting. Because, surprise, I know that the people I am chasing aren't going anywhere. Whether it is a computer game or a pen & paper role-playing game, story is nearly always scripted. If you are after a cult doing evil sacrifices and storm their temple, there will be a sacrifice going on right that time. You never arrive too early or too late, unless the DM or the person scripting the story wanted that to happen. As a consequence we have learned to ignore the flow of time in these games.

The problem is obviously that a game designer who gave players a lot of freedom can't know what the players are going to do with that. In Horizon Zero Dawn, "the Proving" will happen when you turn up and say you are ready for it. If there was actual time and you could actually miss the event, much of the story afterwards wouldn't make much sense anymore. Like your wedding, you can't possibly miss it (don't try that). And because you can't miss it, you don't feel any time pressure.

I think it would be interesting to play in an open world game in which time actually passes, and you can miss things. But that would necessitate two things: A story which isn't all about you, and a game which can handle different consequences, as a function of whether you did or did not turn up for events. Both of which are problematic. A game in which you *aren't* the hero would be less appealing. And game stories today are mostly linear, with maybe a few branches. The AI necessary to create something like an "open story world" doesn't exist. In a way, that was one of the unkept promises of MMORPGs, that the other players would provide the living world and open story. Didn't work out that way.


Comments:
Din’s Curse?
 
The issue with a game where time passes is that precisely because you may miss things, it turns into an exercise of clock-watching.

A first playthrough might be taken as intended, but after you learn about all the events you missed, you may very well want to repeat the experience to see stuff you didn't - and then it becomes less a game and more of a scheduled meeting exercise over and over. And let's face it, not that many will have the discipline for an unclued first playthrough, it would be referral to walkthroughs and then clock-watching.

Unless you really build your game around it, say, like Sexy Brutale where time is split up into short segments to be played through and repeated Groundhog day style, where there are limited numbers of NPCs to follow and eavesdrop on, and where you can fast forward through time to get to the bits that are interesting.
 
> I think it would be interesting to play in an open world game in which time actually passes, and you can miss things.

I recommend Pathologic 2.

> But that would necessitate two things: A story which isn't all about you, and a game which can handle different consequences, as a function of whether you did or did not turn up for events.
Exactly!
 
I remember postponing the final mission to rescue my crew in Mass Effect 2 thinking that time doesn't pass in these games, and then watching them all die because I did more than one mission before going to the rescue... I'm still traumatized about that.

An example of a game where time passes whether you are there or not would be FFXIII - Lightning Returns. And you ended up wanting a walkthrough to get everything or having to replay everything many time to get the true ending.
 
Kingdom Come: Deliverance is another game where certain quests will not wait for you to get around to them. I believe it was mostly side quests, but there is at least one instance in the main quest where an NPC will leave without you if you don't meet him at the agreed upon time. I didn't play through that branch, but I think you'd miss a whole chunk of scripted dialogue at a minimum. Some are pretty obvious, but I missed one where I had no idea until I'd already played many hours doing other stuff, and had to fight off my completionist obsession and let it go. From then on, I tended to react by being careful not to "pick up" any new quests until I was actually prepared to work on them soon. I don't think it added much, you just tend to start the quest, make a note of it, then reload and come back later when ready for it.
 
MMO wise Guildwars 2 got a lot of backlash for the Karka Queen event, which was a one off GM run thing that finished a main story chapter. Obviously people who couldn't attend due to sleep/work etc. didn't even have a chance at earning the unique rewards (which they retroactively handed out to all accounts afterwards to placate the mob).

They moved to a "living story" thing afterwards, scripted things that you basically had a month or so to complete (for timezone fairness) before the next chapter came out. Again if you missed those, tough luck.

Looks like Neverwinter Online's upcoming "Redeemed Citadel" will be following a similar setup.

https://www.arcgames.com/en/games/neverwinter/news/detail/11477213-the-redeemed-citadel%21
 
The original Baldur's Gate was very time-oriented. I never made it very far into the game because I kept failing by not getting to one of the early story events by February (or whatever). I would get the Call to Adventure and the next story event was to go somewhere far away by February. Along the way I would get distracted by random encounters and side quests until I was too late and the game was over. I repeated this a few times until I figured out that I would have to ignore a lot just to get there in time and gave up in frustration. Realistic timing sounds immersive but for me it turns out to be quite off-putting.
 
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