To just clear things up, I'm talking about weeks and days and months rather than years ala Assassins Creed. I think we know how to show large time gaps in RPGs and whilst it's probably pretty expensive it's always a very cool way to show your world when it's possible.
But I've found that RPGs are pretty bad at showing the passage of time. One of the great things about Half Life 2 is there's always a sense of time passing, mornings become middays become nights and it's clear that Freeman is taking a journey that's very much taking place in time. And one of the best things about Arkhum Aslyum was the way the game made it clear that all this was taking place over roughly one day and just how tiring that is for Batman.
But I've never seen an RPG (western that is, FFX had a sense of time passing and in general if you're telling a linear story there's no reason not to do this) that manages this. They can have day night cycles, but they always feel very artificial, the time has no impact on your character and it cycles far too quickly and it doesn't ever feel like it's taken time to get to a place. In the story of an open RPG I've never had the sense that it took the character days or weeks or months to progress, it just kind of happens devoid of time. It was a flaw in ME3. The dream sequences were even more obnoxious because we've never really seen Shepard sleeping before and we have no idea of the time scale or time passing that gives the sleeping some context. And it was hard to gauge the scale of the crucible and get a feeling of the Reapers advance when we don't even know how long it took. Was it days or weeks or months? I genuinely don't know
But is it even possible? If the worlds open, is there any way to give the story a sense of taking a certain length of time without crushing player freedom. Can you design it so that there's a short scene of the player taking a rest in an Inn when he arrives at a town, or have the world get dark when he approaches one and give him a stat penalty until he manages to find shelter. Would that work and would that be too unfun?
But I've found that RPGs are pretty bad at showing the passage of time. One of the great things about Half Life 2 is there's always a sense of time passing, mornings become middays become nights and it's clear that Freeman is taking a journey that's very much taking place in time. And one of the best things about Arkhum Aslyum was the way the game made it clear that all this was taking place over roughly one day and just how tiring that is for Batman.
But I've never seen an RPG (western that is, FFX had a sense of time passing and in general if you're telling a linear story there's no reason not to do this) that manages this. They can have day night cycles, but they always feel very artificial, the time has no impact on your character and it cycles far too quickly and it doesn't ever feel like it's taken time to get to a place. In the story of an open RPG I've never had the sense that it took the character days or weeks or months to progress, it just kind of happens devoid of time. It was a flaw in ME3. The dream sequences were even more obnoxious because we've never really seen Shepard sleeping before and we have no idea of the time scale or time passing that gives the sleeping some context. And it was hard to gauge the scale of the crucible and get a feeling of the Reapers advance when we don't even know how long it took. Was it days or weeks or months? I genuinely don't know
But is it even possible? If the worlds open, is there any way to give the story a sense of taking a certain length of time without crushing player freedom. Can you design it so that there's a short scene of the player taking a rest in an Inn when he arrives at a town, or have the world get dark when he approaches one and give him a stat penalty until he manages to find shelter. Would that work and would that be too unfun?