madwarper said:
BrotherRool said:
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.
But, that's not a mechanic of time progression, it's simply tied to the plot.
Ravenholm will always be night. It doesn't matter how many hours you are in there, it won't ever be day or play any differently.
This is actually very important, it's why day/night cycles don't work (at the moment) and why it would be so hard to get a sense of time in RPGs. Having the world visibly turn to night around you is not how we experience day/night and in fact, except for an hour or two around dawn/dusk we're almost never aware of the day changing, what happens is we notice it in discrete blocks if we notice it at all. We look up at the sky and notice the sun is in a different position and we say things like 'it's getting late' or 'wow look how dark it's got'.
More importantly the only two games with day/night cycles that have felt natural to me are Minecraft and The Sims and I believe it's because those games are designed to make you feel like you've done roughly a days worth of action. Whereas no level in Half Life 2 was ever an entire day/night of action (in fact you can tell by the position of the sun =D, most actions in Half Life 2 were worth a couple of hours. The only exceptions I believe are the travelling sections, where a day passes whilst travelling)
A day/night cycle would have screwed up the planning aspect of Half Life 2, if some player messed around in Ravenholm for ages then the idea that the game takes places in a little under a week would change, and the timescale of all the other levels.
I think we're talking at cross purposes here. I don't want day/night cycles necessarily, I don't want to have a 'night' way to play the world and a 'day' way necessarily. I'm not looking for play variety as much as I am for a sense of realness.
Because there's something special about games that convey a sense of time, it can give a real sense of progression and position, and I don't mean time in the small scale like Ravenholm, but the sense of time as in Freeman has walked a days distance today. In FFX they do it (not as well) but you have morning and evening areas along your journey to make it feel like this is a journey that happens in time.
It's pretty easier to do in linear games and really they need to do it more often, you just need to have areas with appropriate levels of lighting at appropriate time periods.
But open RPGs are unstructured, so my question is basically, how can you convey a realistic sense of time in them?
This is just an idea I've had right now and I'm interested if you think it would be stupid/gameplay annoying. But a way to really improve the day/night cycle thing, would be to get rid of the night part. Okay okay that sounds stupid, I mean that it would be morning and then get along to evening but when night actually falls, your guy sets up a tent and goes to sleep till the morning. There would need to be gameplay tweaks (it would be a good place to put party interactions/cutscenes too) maybe you get a little sleep progress so people don't get annoyed with it. And it would have to be adjusted so you feel like you can get a good days worth of activities in, instead of just spending the whole day hunting rats. Also it would need enough of a gameplay element that people don't feel like it's pointless. Maybe you can try and find a particularly good place to camp for the night.
It would solve a problem with the day/night cycle in that normally your character isn't greatly affected by it and the fact that generally humans don't spend a lot of time in the night, but skip through it sleeping. And games that require you to get to an Inn or something are irritating because it takes you out of your way and stops whatever you're planning to do now.
So I think the idea that your character actually sets up a tent and sleeps might be a nice way to make the world feel real