this post was submitted on 27 Jun 2023
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It’s a curious issue, for sure.
I always think of those Zelda players that complain about the boringness of locating every single Korok, when…no duh. In those veins, giving players a clock to encourage them to move things along is actually a boon.
Persona did this by putting time limits in the story; very generous ones that let you grind far more than needed, but not get to do everything.
Far Cry 5 tried a forceful approach that many players hated - a certain amount of progress in any area would get you captured, forcefully leading to the next story mission. I got the idea behind what they wanted though.
I’ve got an idea for an open world game that has this same concept at work, to convince players not to 100% the world, but I admit I do want to have a post-credits ability to just explore after.