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1/24/2021 3:28:58 AM
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Urgency in Games

Are there any examples of games where if you take too long -blam!-ing around the more people die from the main antagonist? The only one I can think of is if you take too long in Mass Effect 2 to rescue your crew the more will die/get liquefied. Would you like more games that prioritized urgency in defeating the bad guy? Or would you feel rushed to finish the game/miss side content.
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#Gaming #Offtopic

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  • Xcom. The aliens snowball you to death.

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  • FrostPunk - Your enemy [b][i][u]IS the COLD[/u][/i][/b] and your people will die if you are not efficient or if you let the generator explode. As time goes on it gets colder and colder and colder until you reach a point where you medical posts WILL NEVER KEEP UP! . . . Yes.

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  • I sorta remember that if you take too long in the first mission on Deus Ex: Human Revolution that hostages get killed. It might be another game, but I think it's DX: HR. In survival mode in the original Division, your agent has an infection and, the phrase I use to describe it, the infection is the drumbeat that drives the game (mode). You can find a warm place that's protected from the elements and keep from feeezing to death, you can avoid enemies and keep from getting shot & killed, food and water aren't necessary to your survival, instead only giving temporary benefits. Bit no matter what, the infection marches on, temporarily abated by medicine or painkillers, but even then it will eventually kill the player.

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    • Odyssey: a mission for Hippokrates. If you don’t go quickly enough the dude will die. Outer Worlds: if you don’t look for the distress signal quickly enough, a dude will die. I’m never a huge fan of time limits to build pressure. But several games (like these two examples) pull the time limit out of their rectum. I can give you a little leeway if the expectation is established. But just one rando mission where the game is not even attempting to clearly communicate that there is that additional requirement... yeah. Bad design. And not cool.

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    • Cluster Truck

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      • NieR: Automata gave you bad endings if you ignored objectives at certain points

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      • I feel like the final missions of titanfall 2 have a really good installation of this.

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      • I have never had a stronger feeling of urgency than when I was being chased by a Shark in Banjo Kazooie

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      • Not exactly what you're talking about but RE2 with the tyrant has some urgency like no other game ive played

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      • Detroit: Become Human wants to know your location. [spoiler]Sorry, all out of salt.[/spoiler]

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      • [quote]Are there any examples of games where if you take too long -blam!-ing around the more people die from the main antagonist? The only one I can think of is if you take too long in Mass Effect 2 to rescue your crew the more will die/get liquefied.[/quote] [i]Dead Rising[/i] had a (I think) 24 hour timer from the beginning for when your helicopter would return. And the sequel forced you to find a cure for your daughter every so often. In [i]Spelunky[/i], spending too much time in a room caused the ghost to appear - it couldn't be killed, and would kill you instantly if you touched it. You could take its photo though to temporarily freeze it. The [i]Metroid[/i] series frequently uses timed escape sequences. Failing to escape in time causes the station/planet to explode - with you still in it. Mr X in RE2make. Not a timer, but if you go too slowly... you are dead. [i]Super Ghouls n Ghosts[/i] has the ghost ship and water level. In the former, the sea level rises, so if you go too slowly through the ship you drown. In the latter, the screen moves forward and the raft can potentially sink too. Speaking of - many [i]Mario[/i] platformers have auto scrolling levels, and other platformers use similar ideas such as a boulder chasing you in [i]Crash Bandicoot[/i] or falling meteors in DKCTF. [quote]Would you like more games that prioritized urgency in defeating the bad guy? Or would you feel rushed to finish the game/miss side content.[/quote] I generally hate timers. But I think urgency can be a great tool for storytelling and gameplay if done well, and sparingly. A timer for the whole game? Nah. Get rid of that rubbish. But timed sections, or gigantic monsters constantly stalking you, can be brilliant in the right circumstances.

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      • Editado por Psyntifik: 1/24/2021 11:13:33 AM
        Shenmue would Game Over if you took too long. You had to restart the entire game. Dead Rising had the same thing. Majora's Mask had a events trigger regardless of where you were. Kingdom Come Deliverance didn't feel like urgency, but I once had a quest giver shout at me because I took 3 days to do what they asked.

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      • Closest thing I've experienced are the speed run gates in dead cells which lock you out of potentially useful loot if you take too long.

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      • There are multiple games with boss fights like that, where you have to kill them before they do X damage and not being quick leads to worse outcomes. Majora's mask [i]kinda[/i] does it, but you have the time loop mechanic so you can go back on another cycle. I wouldn't mind it in a relatively short game where you could replay the content and experience the consequences of your choices, (missed side content, abandoned characters, unfulfilled promises, etc.) In a long game like [i]Mass Effect[/i] or [i]Witcher[/i] though, no thank you. I don't have 400+ hours for multiple playthroughs.

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