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Kollega

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Jun 5, 2009
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So, i had that nice little idea for some time. Could a game work on a same premise as 24? Like if character had limited amount of time to finish his mission (like saving a city from terrorist attack or stopping the enemy's latest superweapon or whatever)? When you pause and/or quit the game, countdown stops, so you can resume right where you left off. There are no time skips, no hopping between characters, no time compression, no nothing. Just real-time mix of searching for things and first-person-shooting people. 1 hour of real-time equals one hour of game-time. And on "nerdcore mode" you have to beat whole 12 hours or so in one sitting without pauses or saves (checkpoints are still there though).

In short, something like Half-Life 2, but even more accurate on a timescale. On the other hand, this idea still lacks true uniqueness. Any ideas?

And thanks for listing the games which already did something similar. It's still pretty rare idea, so each example would be useful.
 

The Heik

King of the Nael
Oct 12, 2008
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They already did that with Dead Rising. You get 72 in game hours (6 real hours) before a chopper comes to get you out of the mall
 

SimuLord

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Aug 20, 2008
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Isn't that kind of the point of Majora's Mask?

(edit: or the first Pikmin game?)
 

dududf

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Aug 31, 2009
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No and yes.

The no, would be that, you'd have to leave your console/computer on until you finish the game, AND no saves. I.E. the "No Fuckup" mode. (Unless you're Baur, you die every hour, but still survive to kill the terrorists)

Yes part would be that it's already done and I'd call it HL2 -> HL2 EP2. True the 'hours' are relased at very long intervals, but none the less give you that extreme cinematic feel.

Especially that godly music... Ahhhh..... Now it's Combine Killing time! Yatatatatatatata doo ba dadada KABOOM!
 

Archemetis

Is Probably Awesome.
Aug 13, 2008
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Kollega said:
So, i had that nice little idea for some time. Could a game work on a same premise as 24? Like if character had limited amount of time to finish his mission (like saving a city from terrorist attack or stopping the enemy's latest superweapon or whatever)? When you pause and/or quit the game, timer stops. There are no time skips, no hopping between characters, no time compression, no nothing. Just real-time mix of searching for things and shooting people. 1 hour of real-time equals one hour of game-time. And on "nerdcore mode" you have to beat whole 12 hours or so in one sitting without pauses or saves (checkpoints are still there though).


In short, something like Half-Life 2, but even more accurate on a timescale. On the other hand, this idea still lacks true uniqueness. Any ideas?
[edit] Wrote my post inside the quote, don't you love how it puts the cursor in the middle of the thing you quoted?! I SURE DO!

That was almost exactly the idea that ol' Peter Molyneux had for Fable 2, a game that autosaves (with added option of manual saving) after everything you do so that there's no "Oh fucked that up re-load so I can do it again" action in it. So that experience could feel a lot more genuine and realistic, unfortunately due having multiple characters and autosaves that only happen to easily mapped around cut-scenes it's still just a case of "Re-load and try again".
 

Kollega

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Archemetis said:
[edit] Wrote my post inside the quote, don't you love how it puts the cursor in the middle of the thing you quoted?! I SURE DO!

That was almost exactly the idea that ol' Peter Molyneux had for Fable 2, a game that autosaves (with added option of manual saving) after everything you do so that there's no "Oh fucked that up re-load so I can do it again" action in it. So that experience could feel a lot more genuine and realistic, unfortunately due having multiple characters and autosaves that only happen to easily mapped around cut-scenes it's still just a case of "Re-load and try again".
Yeah, but Fable 2 was an RPG, while i talk about extremely fast-paced FPS or something like that with 1-to-1 time scaling.
 

magnuslion

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Jun 16, 2009
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SimuLord said:
Isn't that kind of the point of Majora's Mask?

(edit: or the first Pikmin game?)
more or less. in majoras mask you have the ocarina of time so you can Constantinople rewind or fast forward time to the time you need for given quests.

off topic: 0.0 what in the bloody hell is that on your shoulder?
 

Good morning blues

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Sep 24, 2008
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This does sound pretty cool, but what if the player doesn't win? What if the player doesn't figure it out in time? Restarting a timed quest is one thing when the time limit is two minutes, but when the player fails after putting five or six hours in, they're going to be unhappy.
 

Mr. Blond

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Mar 4, 2009
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you would have to break up the game into 1 hour increments...or episodes like the show...so if the player can't finish the mini-objective they won't continue to play the whole game only to find out they won't have enough time to disarm the bomb or make it to the final boss fight before they get on their private helicopter...it would be cool though if there were multiple endings based on how much time you had left...you could ambush them if you had alot of time left...or speed up on a stolen motorcycle and jump onto the thing on the bottom that action heros are always hanging from (i sat here and tried to think of the name of that thing for like...a whole minute)...good idea...i'm convinced this is the future of gaming
 

SimuLord

Whom Gods Annoy
Aug 20, 2008
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magnuslion said:
off topic: 0.0 what in the bloody hell is that on your shoulder?
That would be the most awesome brown rat who ever lived, my old pet Buster.
 

Kollega

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Jun 5, 2009
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Mr. Blond said:
you would have to break up the game into 1 hour increments...or episodes like the show...so if the player can't finish the mini-objective they won't continue to play the whole game only to find out they won't have enough time to disarm the bomb or make it to the final boss fight before they get on their private helicopter...
This actually gives me an idea. The game would be 12 hours long (from 10 in morning to 10 in the evening, or from high noon to midnight, or whatever). For completing each sub-objective in a fairly large open sandbox-type city you have one hour. If you win in said hour, game saves - hours are essentially like levels. And if you have bonus time (i.e. did objectives faster than you were supposed to), you can bring in reinforcements or set up an ambush, as you said.
 

Archemetis

Is Probably Awesome.
Aug 13, 2008
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Kollega said:
Archemetis said:
[edit] Wrote my post inside the quote, don't you love how it puts the cursor in the middle of the thing you quoted?! I SURE DO!

That was almost exactly the idea that ol' Peter Molyneux had for Fable 2, a game that autosaves (with added option of manual saving) after everything you do so that there's no "Oh fucked that up re-load so I can do it again" action in it. So that experience could feel a lot more genuine and realistic, unfortunately due having multiple characters and autosaves that only happen to easily mapped around cut-scenes it's still just a case of "Re-load and try again".
Yeah, but Fable 2 was an RPG, while i talk about extremely fast-paced FPS or something like that with 1-to-1 time scaling.
I get that, I'm just saying that the ideas are similar.
 

Thaius

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Mar 5, 2008
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Pikmin and Dead Rising did it, and it was pretty much the only fatal flaw of both of those games. I just puts too much pressure on the player and discouraged exploration and experimentation. No fun at all.