My Favorite Game Mechanic (that nobody likes)
Razbuten
0:00 In the opening hours of Cyberpunk 2077,
0:02 things go really badly for the main character V.
0:06 After a heist gone wrong,
0:08 V implants a biochip in their head that not long after malfunctions,
0:12 and starts eroding their neural network and replacing
0:16 it with the data on the chip.
0:20 The main quest is all about their desperate search for some sort of cure,
0:25 forcing them to take on countless jobs,
0:27 no matter how risky or seemingly hopeless.
0:30 Signs of V’s neural degradation regularly pop up throughout,
0:33 and not just in the main story,
0:35 but also in tons of side missions, both big and small.
0:38 At times it occurs in places you’d never really expect it to, blurring
0:42 the line between main content and side content in an effective way,
0:46 and, most importantly,
0:47 further selling the idea that V is dying—that time is running out.
0:53 Of course, it’s not.
0:54 For most players, the amount of in-game days that will pass from just
0:59 doing the main story will exceed V’s original prognosis by a fair bit.
1:03 The data that is overwriting V’s brain is an engram of Night City Legend,
1:09 Johnny Silverhand, and when the chip is first implanted,
1:11 Johnny is openly hostile towards V,
1:13 so it could be argued that as the initial estimate came
1:16 during a time where Johnny was actively trying to accelerate the process,
1:19 it isn’t representative of how long V actually has to live.
1:22 And as the two start working together not long after,
1:25 that extends how long V has.
1:27 While this may be good and true,
1:29 it ultimately ends up being a weak justification as V
1:32 has an infinite amount of time to live in Night City.
1:35 All they need to do is to ignore the problem.
1:38 And unlike all the times I’ve tried to do this in real life,
1:42 there is no consequence.
1:43 Their spleen won’t rupture.
1:44 My spleen has never ruptured, but it could!
1:47 V can live forever.
1:48 While the weight of being in the process of dying may be felt in the story,
1:53 it isn’t felt within the gameplay itself—while I
1:55 do appreciate their attempts of having V’s terminality be
1:57 addressed in some ways as to not let
2:00 the player entirely forget what is going on with them,
2:02 it doesn’t solve the disconnect that occurs when engaging
2:05 with any activity that isn’t actively helping V find a cure.
2:09 Aside from an early mainline quest
2:10 that requires earning a certain amount of money,
2:13 there isn’t really a good narrative reason for V to engage in boxing matches,
2:16 races, and all of the other types of gigs out there.
2:20 Screw it, I’m saying: it creates ludonarrative dissonance.
2:23 Please don’t leave.
2:24 What is kind of a shame is that there is a really
2:26 good and fairly easy solution for this that CD Projekt Red
2:29 could have implemented and it would have led to the gameplay
2:31 and story actually complimenting each other
2:34 instead of conflicting with each other, and that’s a time limit.
2:37 I know that might seem counterproductive
2:39 for an open-world game where you’re meant to get lost within a massive city
2:43 and follow whatever thread interests you the most,
2:45 but I think it would have added much needed stakes to everything you do.
2:48 Also there are ways to integrate a time limit
2:51 that actually incentivize exploration and engaging with side activities.
2:55 Take UNSIGHTED.
2:55 Every character in the game, not just the protagonist,
2:58 has a set amount of in-game hours
3:00 before they become mindless husks of themselves;
3:03 however, there is a resource called Meteor Dust
3:05 that can extend the life of any character.
3:07 This not only allows you to save other people,
3:09 but it also helps keep your character from expiring.
3:12 While there certainly is still a push to be efficient in various ways,
3:16 exploring the world and engaging in side activities is
3:19 the best way to get more time to complete the game.
3:22 2077 could have had something similar—maybe a resource that you get from doing
3:27 side missions or an item you can buy if you have enough eddies.
3:30 It even could have been partly tied to Johnny’s disposition toward V,
3:33 so taking on missions he wants V to do or even just
3:36 doing missions in ways he might align with could buy even more time.
3:41 This could create some interesting conflict as Johnny’s way
3:44 of doing things sometimes can be really not good,
3:46 so players would be tempted to make choices they
3:49 normally wouldn’t make in order to help V live longer.
3:53 Regardless of the specifics,
3:54 the primary way to get it would be by doing things other than the main quest.
3:58 Not only would the mechanical pressure of the time limit align with the story,
4:01 but it’d also make it so every activity is in some
4:04 way contributing toward the primary goal of keeping V alive.
4:08 This would make it so doing some amount of side content would be mandatory,
4:11 but it’d be on the player to decide what those things are.
4:14 This would push players to engage with the game as an open-world
4:18 and not just as a linear story in a big space.
4:21 The main missions would still be more important than the side ones
4:24 as it is focused on finding a permanent fix instead of a temporary one,
4:27 but this would create a more compelling and realistic reason
4:30 for V to do random jobs despite only having weeks to live.
4:34 Like, the setting props V up as someone who needs to take
4:37 on as many gigs as possible to get by, but it
4:40 isn’t all that hard to beat the game by just doing things
4:43 on the main path—between quest rewards and drops from enemies you kill,
4:46 you can get more than enough money to keep V properly stocked and upgraded.
4:50 If the reward for side jobs had a mechanical effect that literally kept V alive,
4:55 the pull to do them would be so much stronger and fitting for the game’s themes.
4:59 When used in the right way, time limits can apply pressure,
5:04 getting players to actually feel the themes a game is trying
5:06 to explore and push them to engage with the full scope of abilities,
5:10 items, and mechanics at their disposal in order to be efficient.
5:13 It is a very powerful tool that can
5:16 incentivize player behavior in all sorts of interesting ways,
5:19 and I often find myself wishing more games turned to it.
5:23 Like Baldur’s Gate 3, which similarly to Cyberpunk kicks off with a biotadpole
5:28 being implanted in the main character's head,
5:30 with the threat that it will turn them
5:31 into a mindflayer after a certain amount of time has passed.
5:35 Pretty early on, there is an in-game reason provided as to why you
5:38 can spend as much time doing whatever you want without turning into an Illithid,
5:42 but it felt like a huge missed opportunity to not have some larger timer.
5:46 There is a whole short and long rest
5:49 system that largely doesn’t matter—there are a few
5:51 quests where if you take a long rest during them there may be some consequences,
5:55 but for the most part the system isn’t really utilized.
5:59 An actual ticking clock wouldn’t make sense here,
6:02 but some sort of day limit would have
6:04 made the rest system so much more engaging,
6:05 and they also could have done the Unsighted
6:07 thing of adding some resource that gives more time.
6:10 Maybe, it could be tied to the various tadpoles you find;
6:13 there could be two ways to consume them:
6:15 one that extends your timer and one that lets you access the powers,
6:18 so it’d be on you to decide what would be more
6:21 valuable—to have more days or have more abilities to be more efficient.
6:25 This would create all sorts of interesting choices that entice
6:28 you to make decisions you might not normally make.
6:30 I also felt it with Dredge.
6:33 While the day/night cycle does provide
6:35 some pressure to get stuff done efficiently,
6:37 the lack of any sort of overarching limits makes it a bit superfluous.
6:41 Sure, it creates a reason to go back to town and sell your stuff,
6:44 but the inventory limit already will get players
6:46 to do that, making the time mechanic a bit redundant.
6:49 Due to the player having as many days to beat the game as they want,
6:52 aside from a few times where it is mandatory,
6:53 there is never much of a reason to push
6:54 your luck and go out on the water at night.
6:57 Having a limit on the amount of days
6:59 that could pass in order to achieve a certain ending,
7:01 could have given a really compelling reason
7:03 to risk going out and facing the eldritch horrors.
7:06 In general, a timer would have made all of them way more scary,
7:10 because as the game currently stands,
7:12 encounters with them are pretty underwhelming.
7:14 It’s really only fun when you get away.
7:16 If the player does get caught by one,
7:19 it’ll either end with their ship being sunk,
7:21 forcing them to reload from the last checkpoint,
7:23 or do damage to the ship that then needs to be repaired.
7:26 The thing about taking damage and surviving though is that in most cases,
7:29 you’re better off just scuttling the ship
7:30 as then you don’t have to pay for repairs
7:33 or take the slow and tedious trip back to a port after losing your motor.
7:38 What should be the game’s most tense moments,
7:41 are undercut by having no real consequence
7:43 except for having to replay a couple minutes.
7:45 If there was a day limit,
7:47 instead of getting a game over when getting shipwrecked,
7:49 it could have cost you a few days and a decent bit of money to get a new ship,
7:53 turning those boring and tedious trips back to a port after taking damage
7:57 into ones of utmost importance and intensity
7:59 because not getting back safely would be costly.
8:02 All of this would make the themes of Eldritch Horror
8:05 in Dredge be felt instead of just being a flavor.
8:08 Ghost of Tsushima seemed like it would have benefitted from a timer as well.
8:12 After Act 1, a prompt pops up that says the Mongols are
8:15 taking back locations on the island and that Jin must liberate them,
8:18 and for a moment, I felt really excited about
8:21 the prospect of having to strategically push back the enemy invasion,
8:24 but that’s not what it is at all.
8:27 You don’t need to save these farmsteads—in fact doing so really doesn’t do
8:31 anything aside from getting you a bit of experience and a few supplies.
8:35 Implementing some sort of time mechanic could have gone
8:38 a long way in making this feel like it actually matters..
8:41 For instance, Mongol forces could keep overtaking the countryside if
8:44 you don’t liberate locations within a certain amount of time.
8:47 Not only would this have gotten me to explore more as I’d have actually
8:50 gone to the locations they took over in order to fight off the threat,
8:54 but it’d also make the invasion feel like an actual invasion.
8:57 An ever present threat that needs to be
9:00 addressed by any means necessary—calling more and more
9:02 for Jin to take the path of the Ghost instead of the one of the Samurai.
9:08 That pressure would not just be felt
9:10 within the narrative but also through the gameplay.
9:12 And failing to take things back in time wouldn’t need to end in a failstate,
9:16 it could just create consequences for future main missions that modify
9:19 their difficulty or block them off until the spreading threat has been reduced.
9:24 Now, a pretty fair response to all of these suggestions is if a time
9:28 limit would have fixed pacing and gameplay
9:30 and narrative issues within all of these games,
9:33 then why didn’t the developers add one?
9:35 And that’s because all of you hate time limits.
9:38 And like maybe not you, and maybe not all kinds of time limits,
9:42 but honestly probably you and probably all kinds of time limits.
9:46 I am positive a bunch of you paused the video
9:49 at least once already to leave a comment giving your take
9:52 on why a timer in Cyberpunk 2077 or Baldur’s Gate 3
9:55 or Dredge or Ghost of Tsushima would have been a terrible idea.
9:59 It is one of the most hated mechanics in gaming.
10:02 The only thing I see listed
10:04 as a dealbreaker more often are predatory microtransactions.
10:07 And like, for old heads I guess, that comparison seems fair.
10:08 Time limits kind of were the original microtransaction—a way to make
10:09 sure arcades kept getting quarters out of you regardless of your skill,
10:09 so for those who spent way too much money on certain cabinets,
10:09 it’s not that unusual to still have a distaste for them,
10:09 but I think this accounts for a tiny portion of the people who despise them.
10:09 By and large they are not popular,
10:11 because people don’t like the idea of missing out
10:13 or failing at something due to not being quick
10:16 enough—they already deal with a life full of deadlines
10:18 and aging and only having an hour a day,
10:21 if they are lucky, to actually play something,
10:23 so also having to deal with a time limit within the thing they are
10:27 using to escape from the constant pressures of time for just a little bit,
10:30 feels bad, and this sentiment is reflected in how often they are used
10:34 in games and also the ways in which they are used in games.
10:37 Within singleplayer titles,
10:38 they lean on the side of being as unobtrusive as possible,
10:41 typically in the form of short timers where you need to kill a certain
10:45 number of enemies or get to a specific location in a set amount of time,
10:48 and while there are certainly instances of them being used in mandatory content,
10:52 these often end up being optional.
10:54 Either way, failing to complete whatever the task is just means trying it again,
10:59 and as these limits are so bite-sized, that never feels like a huge ask.
11:03 More often than not they are tolerated.
11:06 Another fairly common implementation is through the use
11:08 of some sort of day/night system which
11:10 sometimes is tied to the schedules of NPCs
11:13 or enemies becoming more present and dangerous,
11:15 but for the most part it doesn’t really matter what time of day it is
11:19 and there are an unlimited amount of days—if
11:21 you do miss something that is time dependent,
11:24 most likely you can use a wait feature that will
11:26 get you right back to the time you need.
11:28 There are more limiting variations
11:30 of this like the aforementioned Dredge or maybe
11:33 most popularly Stardew Valley where there is a definitive end to each day,
11:37 directing the players focus towards getting as much
11:39 done as possible within that time frame.
11:41 In Stardew there are also a set amount of days in each month
11:44 which impacts the types of crops you can grow and activities you can do,
11:48 so there is some pressure there as well
11:50 in planning things out to best utilize each season,
11:52 but even within that it is still pretty low stakes
11:55 as there aren’t massive consequences for not getting things done.
11:58 You can’t die of dehydration or default
12:00 on a bank loan causing you to lose the farm.
12:03 Both of these examples fall into what I’d call cycle timers where
12:06 the time limit acts as a way to establish a clear gameplay loop.
12:10 While titles centered around timers like this are less common,
12:15 they are by no means rare.
12:16 In fact, there has been a bit
12:16 of a recent surge of them within the roguelite space.
12:18 Ravenswatch, Hell Clock, and depending on how far you wanna stretch the genre,
12:22 Elden Ring: Nightreign all have timers like
12:24 this, and it feels like a natural fit.
12:27 Roguelites are all about doing countless runs
12:29 and as failure is kind of the point,
12:31 the threat of a ticking clock is easier for many to handle.
12:34 There certainly is still pushback from those averse to timers,
12:37 but less than you’d find from games in other genres that do a similar thing.
12:42 For instance, stuff like Monster Hunter Series,
12:45 Majora’s Mask, Rain World, The Sexy Brutale,
12:47 that one game I talk about too much—all of them
12:51 use cycle timers to incentivize players in various ways,
12:54 whether it be to push them towards less-conservative playstyles,
12:58 keep them up-to-date with upgrades,
13:00 create a clock-work world to base puzzles around,
13:02 or add in a bit of pressure to raise the stakes.
13:06 These cycles typically aren’t all that long,
13:07 so while the pressure of a ticking clock
13:09 is an ever present part of the gameplay,
13:12 it is contained in a way where failure generally won’t waste much time.
13:16 Not to mention, with the way these games tend to be designed,
13:18 it is unlikely to walk away from a cycle without learning anything.
13:21 And when one ends, the mere act of the timer
13:25 being reset leads to a bit of relief, which always feels nice.
13:28 With that said, even with games that I'd say are
13:31 on the lighter side of things in terms of limitations,
13:33 this kind of time limit does still overwhelm a lot of players.
13:37 Even though it is core to how the gameplay loop works,
13:40 the thought of missing out on something or not being able
13:43 to take one’s time to just goof around acts as a significant barrier.
13:46 Where the tension of needing to always be moving
13:49 is easier to digest in something like a roguelite,
13:51 it is just harder to accept when it is
13:54 in a genre that usually allows players to take their time.
13:56 Now what is becoming more and more rare are titles with game-wide timers.
14:01 Ones that hang over the experience on a macro level,
14:04 requiring some amount of management and consideration
14:06 of it with every choice the player makes.
14:11 These largely can be split into two categories,
14:16 action-based timers and real-time timers,
14:18 the first being the more common of the two.
14:22 What is probably the most popular set
14:24 of fairly recent games with a time mechanic
14:26 like this is the Persona series as well as many other RPGs developed by Atlus,
14:31 Metaphor: Refantazio being the latest.
14:33 It uses a calendar system where each day is segmented into different parts
14:36 and you’re given the choice of how you want to spend that time.
14:39 Generally you’ll have a certain amount of days to complete
14:42 a dungeon and a longer amount of time to complete the game.
14:45 Like other timers, this creates a bit of tension,
14:47 pushing players to decide what they value the most and approach
14:51 things strategically in order to work through the game efficiently.
14:54 However, as it isn’t in real-time,
14:56 there is no pressure in how long it takes to make the decisions.
15:00 There is time to stand around to appreciate
15:02 the space you’re in, to experiment with different abilities,
15:06 to properly consider any choice.
15:07 It ends up seeming more like managing a resource than fighting against time,
15:12 so while it does have a similar effect
15:14 in getting players to make impactful decisions regularly,
15:16 it doesn’t feel nearly as punishing as games with real-time timers.
15:20 Even though systems like this aren’t as a hated,
15:24 there are always regular calls by fans of Atlus games to get rid of them,
15:27 and in some ways it seems like Atlus has
15:30 taken these calls into consideration as with something like Metaphor,
15:33 the time limits are so lenient that they might as well not even be there.
15:36 In some ways it feels more like they wanted to stick
15:38 with the formula than use the mechanic in an interesting way.
15:41 Now, despite it being the more popular of the two kinds of game wide timers.
15:46 there certainly has not been a mass adoption of it,
15:50 and they generally only show up in turn-based RPGs and strategy games— honestly,
15:56 outside of XCOM 2 and Fire Emblem: Three Houses,
15:59 there aren’t tons of examples, at least in the AAA space.
16:02 When it comes to time limits set in real-time though,
16:06 offerings are even slimmer.
16:07 For instance, when I was researching recent examples
16:10 of major titles that use strict real-time game-wide time limits,
16:14 one of the most notable ones was Final Fantasy 13: Lightning Returns,
16:18 which is the third entry of the Final Fantasy 13 series.
16:21 Not only is it over a decade old,
16:24 but also it is tied to one of the least popular mainline Final Fantasy entries.
16:28 The point is, it's not exactly a heavy hitter.
16:31 It’s an experimental title outside of the mainstream.
16:34 To find more examples in the AAA space,
16:37 you really have to go even further back and look
16:39 to stuff like Pikmin and Dead Rising 1 and 2, all of which are 20+ years old..
16:44 Within the AAA space, game-wide time limits,
16:47 especially ones that involve realtime,
16:49 are avoided like the plague in single player games;
16:51 the franchises that were famous for using them like Pikmin and Dead
16:54 Rising have pretty much completely phased them out of more recent entries.
16:58 Now, obviously, the gaming landscape is much wider than the AAA space.
17:01 As indies can find success by appealing to niche audiences,
17:04 many are willing to take certain risks like using a real-time time limit.
17:07 I am sure there are some that I have never heard
17:10 of that hopefully I will hear of because of this video,
17:13 but when it comes to ones that are more in the public consciousness,
17:16 there also aren’t that many, and the ones that are tend to be pretty brutal.
17:20 Maybe most notably the Pathologic games,
17:22 and depending on what you count as a real-time timer, the Fear and Hunger games,
17:27 which essentially have one in the form
17:28 of the hunger status that is constantly ticking away.
17:31 I really can’t think of many indie games with time limits
17:35 that aren’t super unforgiving aside from a Highland Song and Unsighted,
17:38 which frankly that one still isn’t exactly a walk in the park.
17:42 The point is, even in a sea of indie games,
17:45 options for the average player are pretty sparse.
17:48 I know I’ve listed a bunch of games that center around time limits,
17:52 so it might be easy to assume that there are
17:54 a lot more of them out there, and of course,
17:57 this video is not exhaustive but honestly,
17:59 the games I’ve talked about here make up
18:01 a pretty significant portion of titles that use them,
18:03 or at least titles that have garnered enough attention to be somewhat known.
18:07 Ultimately, these kinds of game-wide time limits are a wildly
18:11 underrepresented mechanic in comparison
18:13 to the amount of discourse they generate.
18:15 The threat of their inclusion weighs heavy on players whenever something
18:18 new is announced that has theming related to time in the slightest,
18:22 despite the fact that virtually none of them ever include it.
18:25 While they haven’t been completely done
18:26 away with, they are uncommon enough where
18:28 I’d imagine that most people haven’t played a game with one anytime recently.
18:33 And you know what, maybe that’s the way it should be.
18:36 Maybe timers should only show up as small
18:38 little segments or in the form of short loops to help players not feel too
18:42 threatened or in titles made for niche audiences.
18:45 Maybe it being largely phased out and implemented only
18:49 in very specific genres was the appropriate response to player pushback.
18:54 Maybe all of you are right to hate them.
18:58 What’s hard is despite knowing how much people dislike them and being able
19:02 to clearly see the gaming landscape reflect
19:04 that, I still think on paper at least,
19:08 time limits, especially game-wide ones, do solve a lot of game design problems.
19:12 They create a wrinkle that raises the stakes,
19:15 incentivizes engaging with a character's full scope of abilities,
19:18 and provides countless impactful decisions for players to consider.
19:22 They make games more mechanically interesting.
19:25 But it doesn’t really matter how mechanically interesting a game
19:29 is if most people don’t want to play it.
19:32 A part of me wonders if people just
19:34 think they don’t like timers and that the limited
19:37 way it is utilized across the gaming landscape
19:40 has only reinforced people’s preconceived notions about them.
19:42 Like, while I love me a quick escape section,
19:45 as it raises the tension and can act
19:47 as a new sort of challenge to spice things up,
19:49 it can be pretty jarring when the rest of the game doesn’t call
19:52 for that skill set in the slightest
19:54 or even pretty much always incentivizes the opposite approach.
19:56 For a lot of players, moments like this become a roadblock that feels
20:00 separate from the rest of the game, and they see it as a thing they just need
20:03 to get through to get back to enjoying what they actually like.
20:06 The takeaway they have is that timers are bad when the main issue was
20:10 that it didn’t match their expectations
20:12 for the kind of challenge a game would present.
20:14 A similar thing could be said when a strict day night
20:17 cycle is used in a game that signals as being cozy,
20:20 making it so any sort of time pressure clashes with the expected experience.
20:24 Also, the fact that the mechanic has largely
20:27 been cordoned off to games for sickos, like me,
20:30 it makes it so even if someone who isn’t a fan
20:33 of time mechanics is willing to give one a shot,
20:35 their options will be some of the least forgiving games out there.
20:38 The time limit in something like Pathologic 2 is certainly a stressor,
20:42 but there are a dozen other aspects about
20:44 the game that also make it tense and unsettling—honestly,
20:46 getting rid of the time limit really wouldn’t make it that much
20:49 more approachable for people who fall outside of its target demographic.
20:52 As people’s exposure to the mechanic is often
20:54 tied to some of the most extreme uses of it or in a game that they played
20:58 in the hope of getting away from real responsibility,
21:00 or as a short inclusion in a title that otherwise isn’t about time pressure,
21:05 it’s no wonder people struggle to connect to it.
21:13 And I don’t know, I get that everyone
21:15 has different tastes and interests—that we all live
21:17 different lives and that shapes what we find
21:19 to be fulfilling ways to spend our free time,
21:22 but also I think there are a lot of people, maybe even you,
21:26 who could like game-wide time limits,
21:28 who could benefit from the pressure they create.
21:31 However, even if I could convince you to overcome your aversion to time limits,
21:32 there aren’t a ton of games to recommend.
21:33 However, the wider industry doesn't have much of a reason
21:34 to pursue titles for that potential audience as it is so unproven.
21:38 More casual games aimed at wider audiences are just less
21:42 likely to take the risk of alienating players in that way
21:45 even though it could be the type of experience
21:47 that gets them to change their mind on the mechanic.
21:49 Of course, I am almost certainly being overly idealistic.
21:53 As if more people would like game-wide time
21:55 limits if only there were more of them,
21:57 if only there was one in your favorite genre to play.
22:00 The reality is, that’s just not the case.
22:02 I can hold out hope that it is just a misunderstood mechanic,
22:06 but there are plenty of valid reasons to have issues with them.
22:10 It’s not just that they are stressful.
22:12 They have other downsides.
22:13 Like, if everything is not perfectly balanced and there
22:16 is one playstyle that is more effective than the others,
22:19 players will always default to that for the sake
22:21 of being able to get through the game quicker,
22:23 regardless of whether or not it is actually more fun.
22:26 Timers also disincentivize engaging with stuff that may not have any practical
22:30 benefit but does help establish the tone and detail of a world.
22:34 Sure, the conversations NPCs have with each other in Cyberpunk
22:37 2077 is not a core part of the game,
22:40 but it does provide texture to the world that no
22:42 doubt plays a role in Cyberpunk’s world feeling alive and special,
22:45 and it would be much harder to appreciate
22:47 that texture if you were always running right by it.
22:50 Also, while I do think timers being stressful is the point and a good thing,
22:56 I don’t think most people who do feel stressed by them will be compelled
23:00 by that because stress is hard feeling to hold on to for that long.
23:04 Even if we had more modern games that were
23:06 balanced similarly to Pikmin or Dead Rising where the use
23:09 of a timer is not there to create a brutal
23:12 experience but instead instead to give structure and stakes,
23:14 most people still wouldn’t want to have to hold on to that stress
23:18 for the duration of a playthrough
23:20 regardless of the mechanical motivation it provides.
23:22 And part of that is not every player
23:25 needs mechanical motivation in the way I do,
23:27 they don’t need the pressure of time to engage with other mechanics,
23:30 they don’t need to feel the themes of a game and instead
23:34 are able to connect to them just as much by simply witnessing them.
23:37 They don’t have the same problems with games that I do.
23:40 Even with those who do, if the stress is felt too heavily,
23:44 which it often seems to be,
23:45 that might only serve to make it harder to connect to it.
23:51 It is a solution that by and large, people don’t want,
23:55 and I suspect they never will,
23:57 no matter how many stellar games come out that incorporate them.
24:02 And I get it—there are already too many games to play and making time for one
24:07 that has a mechanic that is intentionally designed
24:09 to make you stressed is a hard sell.
24:12 It doesn’t matter if it's interesting if it makes whatever gaming
24:16 time you are able to carve out for yourself feel less enjoyable.
24:19 Unfortunately the types of games that are more fun to talk about
24:22 in video essays are not always more fun for the average person to play.
24:27 Ghost of Tsushima, Dredge, Baldur’s Gate 3,
24:30 and post-Phantom Liberty Cyberpunk 2077 are
24:33 all wildly beloved and well reviewed games.
24:36 That doesn’t mean they’re perfect or couldn’t
24:38 have been better with different systems,
24:40 but it isn’t as if the problems with them that I
24:42 think could have been fixed with a game-wide time limit are massive,
24:47 glaring flaws that ruin the experience.
24:50 A game-wide timer may have brought the gameplay and narratives of these games
24:55 closer together and incentivized diving into these worlds with more purpose,
24:59 but they probably would have been played by far fewer people.
25:03 I am glad some developers still find the mechanic to be worthy of exploring.
25:07 There is a lot that can be done with it,
25:09 and I really don’t think games have even come close to scratching the surface.
25:13 Maybe my idealistic side is right and if enough great games come
25:17 out that prove how effective time
25:18 limits can be at crafting incredible experiences,
25:21 people will come around on them.
25:23 I know they won’t but one should be allowed a few futile hopes.
25:28 Time is weird, and being reminded that we only have so much of it,
25:33 especially when trying to kick back and relax,
25:35 when trying to get lost in the vibes of a moment,
25:38 when trying to be okay with staying still for a bit, will never appeal to most.
25:43 When I started making this video,
25:45 I hoped to prove that the reason people don’t like time limits is
25:49 because they haven’t given them a proper chanceI do think there is truth there,
25:53 but given the current offerings,
25:55 I don't know if giving them a chance would even matter.
25:58 Furthermore, it is hard to envision a world in which there
26:01 is a big shift in opinion on them as it would
26:04 require a lot of studios to take a massive risk
26:06 and a lot of players to step outside of their comfort zone.
26:10 All I can do is hold onto the belief that time limits are good actually,
26:14 and be okay with the idea that there isn’t enough
26:18 time in the world for me to convince you of that.
26:23 Whether it be in regards to games
26:25 with time limits or just weird games in general,
26:27 it is reassuring to know that there are creatives out there who
26:30 just want to see their vision for what a game can be,
26:33 come to life, regardless of how weird it is.
26:36 Developers who aren’t afraid to take big risks
26:39 even in an industry that often disincentivizes it.
26:41 A handful of studios like this have been
26:44 the subject of books created by Lost in Cult,
26:46 this video’s sponsor, that dive into the making of their respective games,
26:50 and their latest book was made in collaboration
26:54 with one of the boldest studios working
26:57 right now Remedy Entertainment to give a deep-dive
27:00 look into the legendary series, Alan Wake.
27:03 Covering both main titles as well as its spin-off,
27:06 American Nightmares, it includes new insights, development stories,
27:09 stunning concept art, and interviews with the team,
27:12 including the creator of the series Sam Lake.
27:15 And as always,along with the Design Works book,
27:18 there is also a special Deluxe Edition available exclusively during
27:22 the pre-order campaign which is running from now to October 17th.
27:26 Along with the book itself being in a dust
27:29 jacket based on the in-game Return manuscript,
27:31 there is also a crime folder holding a Coffee World poster,
27:35 an Oh Deer diner napkin, crime scene Polaroids,
27:38 a full Bright Falls fold-out map, and a bunch of other rad goodies.
27:43 So, if any of that sounds interesting, hurry up and get your pre-order in now
27:46 as it no longer will be available after October 17th.
27:49 Regardless of if you want the Standard or Deluxe edition,
27:53 you can get 5% off by using code RAZBUTENALANWAKE
27:57 at lostincult.co.uk or click the link in the description.
28:01 Lost in Cult makes rad and beautiful books that celebrate all things games,
28:05 and this is a great way to celebrate the Alan Wake series.
28:09 Thanks to Lost in Cult for sponsoring this video.
28:12 For all of you still here.
28:13 I appreciate you.
28:14 Big shout out to my patrons who help make all of this possible.
28:18 I hope you have a great day and/or night, and I will see you in the next one.