Man, my main experience relating to this is that I played LoZ: OoT three times and each and every one of those three times the doors to the castle closed just as I walked up to them.
It had to have been deliberate.
I'll also agree with, um, someone up there; I think Majora's Mask concept was awesome, and wish more games would play along with it.
As to the thoughts that this feature can either make or break a game; well, it can be well used or it can be poorly used. If it's poorly used, it only means that the graphics will change every so often and the stores will be closed, so you end up waiting around for long swathes of real-life time unable to do whatever you wanted to. I'd say what makes a good time-passage is simple: either the ability to move the time forward or having different events take place at night, unlike the unoriginal 'shops closed, enemies stronger' cliché - preferrably, both at once. OoT had both, so it's a very loved game. The problem are games who are aware of what the passage of time is but haven't got a very good idea of what it's for (or think it's just an excuse for showing off their pretty sunsets).
I wouldn't complain about Fallout 3 because it had a button that lets you skip up to 24 hours - it doesn't get much easier than that. Although I usually found a place to sleep.
Krumm said:
Kwil said:
But.. "Having indications of time in your game helps people get involved"? How does that relate to RAM or persistance?
A Persistence of RAM
as in
The Persistence of Memory
as in
That melty clock painting by Salvidor Dali
It's a good thing I've posted an image macro on the Escapist last week and keep myself on a very strict limit on them, because if not I would certainly post a giant facepalm picture right now.