the water chip failing in fallout is thematically important (in that vaults are by definition set to fail), you're sent to save your dying vault, if you don't find a replacement in time, they die, so it sets you on a quest with actual consequences. you could even send a caravan with water to give yourself more time, and it wasn't much of a ticking timer thing or in your head at all times. so not that big of a pressure, but enough for you to feel like what you do matters.I think making players engage in choices that seal off content is fine and desirable. Like, it's fine if by siding with one friend, you piss off another. Or if by following one course of action, you make yourself unable to pick another. Or by playing one character, you get special content unavailable to others. The Witcher 2 is a good example.
That's different than sealing off options because you don't have enough time. It adds unnecessary stress and punishes experimentation and exploration. It makes further playthroughs necessary to experience everything, but in an artificial, padded way that means repeating most of the game and probably using a FAQ.
Don't get me wrong, I like Persona 4 so far, and I loved Devil Survivor, but the event-based time limits in these games hurt more than they helped. The in-game time limits in Fallout were even worse.
I think fallout is a perfect example of time done right, because it helps giving meaning to your quest. goofying around indefinitely is an accepted thing but it's pretty silly.
fallout 2 and the modoc x ghost farm quest was a pretty awesome and tense moment in which you had to stop an impending war and had very little time to make mistakes. it turned it into one of my favorite quests in the series, because it felt epic and satisfying. I felt like I adverted an actual crisis.
so yeah, I want both, gaming ocd is bad because getting everything right is not part of the game. good rpg design should reward you with interesting outcomes even for failing quests or conversations. a perfect paragon 100% character is boring imo
to me people have become mistrained into thinking that doing everything and succeding at every quest and event is the right way to play an rpg. we load back an older save if we don't like a decision's outcome, we suck up to every character to max up all our relationships/stats, etc.Couldn't agree more with Chairman Yang. Time limits are antithetical to getting lost in a world, both in that they feel artificially "gamey" almost without exception, and that they press the player forward even if they want to remain where they are.
Few people liked the water chip limit in Fallout regardless of the amount of time it actually gave you (which I agree was quite a bit), because many people want to explore RPG worlds at their leisure and not feel like they are being rushed to any extent. I'm not surprised they effectively patched it out (by making the time limit something like 12 years, rendering it totally trivial). I think RPGs and urgent time constraints of any sort are always a poor mixture.
I've been guilty of this and I actively try to root it out even if it pains me :/
also if time is thematically relevant to a game then there should be a time constraint. playing a whole rpg under an extreme ticking clock is no fun, I agree, but fallout was more than generous with its time, as is persona 3/4. also it could be limited to certain quests, be extendable ala fallout 1, etc.