You might want to look into The Void. It's got that tense race against time, as your Color (health) constantly ticks away and you need to keep seeking out new sources to feed on.Squilookle said:I'd have a story where some sort of intangible evil has spread over the land and is sucking up all the magic, and no matter what you do it starts draining your abilities. The player is made to understand that if they do not act, and act fast to find this evil and rid the world of it, they will be reduced to a helpless wreck. Now the player will want to blaze through their tasks with gusto, and the story remains a tense race against time as they seek out the source of evil, knowing that the spell they love to use the most could disappear at any moment. Game saving would need a careful think too.Yahtzee Croshaw said:crazy idea for RPGs that might actually work.
Anyway, for this idea to work, you need to make sure you don't remove any game mechanics entirely, since an experienced player wants a more complex game. So I think that you should make each power harder to use, so that the player needs to be more inventive with limited resources, but keep it essentially the same. So your Generic Powered-Armor Space Marine starts out in a big sandbox full of dudes to shoot with a BFG and a jetpack and super strength and a gravity gun and his own theme music. But as the battle wears on, he gets limits on each of his abilities. His BFG runs out of batteries so it now has limited ammo and he has to scavenge. His jetpack is damaged and it can only fly for 10 seconds at a time. His super-strength is weaker and he can only throw bricks instead of cars at his foes.
So you still have all the abilities, but you can't abuse them to obliterate everything in your path. You have to think carefully about how to use them. What if you have to line up your enemies so you can get them in a single shot? Your jetpack will let you leap across the chasm, but can you find a safe place to rest while it recharges?
It also lends itself to a bunch of other design benefits. Giving them all the abilities at the start lets you train the player in more clever uses that they'll need. For example, you could put a bunch of enemies in a clump to let the player see how to get them all with one BFG shot. You could also give the player a breather by giving them a temporary boost back to full strength, so they can relax and go on a rampage. Or you could force the player to redo an earlier section with their limited abilities, so they can see how much stronger they've become.