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* Some of the console-exclusive ''VideoGame/RidgeRacer'' games have a 10-minute time limit even though the average player is unlikely to take even 5 minutes to complete the race. ''Ridge Racers'' and ''Ridge Racers 2'' on PSP each start a 5-minute countdown once the first-place opponent crosses the finish line, which is just as generous.
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[[folder:Driving Games]]
* Time limits in modern {{Driving Game}}s mainly exist to kick off idling players, but ''VideoGame/WanganMidnight Maximum Tune'' has a particularly lenient timer. Typically you'll cross the finish line with at least two or even three minutes left on the clock. About the only time this is averted is in 10-Outrun Mode, where you have to pass 10 opponents with the first 9 opponents awarding bonus time; at the highest levels, a few mistakes are enough to make you run out of time and fail the challenge.
[[/folder]]
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** Averted for his battle in ''[[UpdatesRerelease Royal]]'', where it's noticeably harder in that he sends out increasingly harder waves of robots instead. If you don't wipe them out in a set number of turns, they will flee and he will summon the same wave until you do, which can shave off precious time. And if you're not sufficiently prepared, especially when [[spoiler:Cognitive Haru]] pitches in, and then [[spoiler:self-destructs to potentially wipe your team]], [[https://www.youtube.com/watch?v=u5NQdVRBnu8 you can end up cutting it close with just less than a minute to spare]].

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** Averted for his battle in ''[[UpdatesRerelease ''[[UpdatedRerelease Royal]]'', where it's noticeably harder in that he sends out increasingly harder waves of robots instead. If you don't wipe them out in a set number of turns, they will flee and he will summon the same wave until you do, which can shave off precious time. And if you're not sufficiently prepared, especially when [[spoiler:Cognitive Haru]] pitches in, and then [[spoiler:self-destructs to potentially wipe your team]], [[https://www.youtube.com/watch?v=u5NQdVRBnu8 you can end up cutting it close with just less than a minute to spare]].
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* The SNES strategy game ''Liberty or Death'' starts in the year 1775. If neither the American nor British forces claim a final victory by the time King George III dies in 1820 (45 years after the game starts), the game automatically ends [[InstantWinCondition in victory for America]].

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* The SNES strategy game ''Liberty or Death'' starts in the year 1775. If neither the American nor British forces claim a final victory by the time King George III dies in 1820 (45 years after the game starts), the game automatically ends [[InstantWinCondition in victory for America]]. Justified, of course, in that England’s forces would be incapable of continuing with their king dead.
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* The version of ''VideoGame/SonicUnleashed'' released on the [=PlayStation=] 3 and Xbox 360 have an optional mission in which you are given 45 minutes to clear [[AmusementParkOfDoom Eggmanland]]. While it's [[MarathonLevel the longest stage in the game by far]], it shouldn't take nearly that long provided you do it without dying, at 15 to 20 minutes if you play extra carefully. This mission requires you clear the stage with no deaths anyway. Considering its difficulty, that may have been the ''real'' challenge behind the mission.
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** Averted for his battle in ''[[UpdatesRerelease Royal]]'', where it's noticeably harder in that he sends out increasingly harder waves of robots instead. If you don't wipe them out in a set number of turns, they will flee and he will summon the same wave until you do, which can shave off precious time. And if you're not sufficiently prepared, especially when [[spoiler:Cognitive Haru]] pitches in, and then [[spoiler:self-destructs to potentially wipe your team]], [[https://www.youtube.com/watch?v=u5NQdVRBnu8 you can end up cutting it close with just less than a minute to spare]].
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[[folder:Hack and Slash]]
* ''VideoGame/HyruleWarriors'', like most of the Warriors games, has the standard time limit for a story map or conquest-type Adventure Mode map be one hour. It almost never even comes close.
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* ''VideoGame/FinalFantasyX2'': The final boss battle will end in defeat after thirty minutes. Most players are unlikely to see that unless they deliberately drag the battle on to see the bad ending.
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Linked to the single game page.


* ''VideoGame/KingsQuestIV'' has a time limit of one day, as in 24 hours. As the game is much shorter than that ''and'' restoring a saved game also restores the clock, players are unlikely to ever notice there ''is'' a time limit. A certain event advances time to nightfall because otherwise you'd have to idle for 10 - 11 hours to reach night.
* ''VideoGame/LeisureSuitLarry'' technically has a time limit, but it is ''eight hours'' and a midgame event will cancel it. Again, restoring an earlier save also restores the clock. The game doesn't even tell the player that there's a time limit, so you'd basically need to open the source code to find out. Specifically, the game starts at 10 PM, and if the main character is still a virgin at 6 AM, he'll kill himself.

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* ''VideoGame/KingsQuestIV'' ''VideoGame/KingsQuestIVThePerilsOfRosella'' has a time limit of one day, as in 24 hours. As the game is much shorter than that ''and'' restoring a saved game also restores the clock, players are unlikely to ever notice there ''is'' a time limit. A certain event advances time to nightfall because otherwise you'd have to idle for 10 - 11 hours to reach night.
* ''VideoGame/LeisureSuitLarry'' ''VideoGame/LeisureSuitLarry1InTheLandOfTheLoungeLizards'' technically has a time limit, but it is ''eight hours'' and a midgame event will cancel it. Again, restoring an earlier save also restores the clock. The game doesn't even tell the player that there's a time limit, so you'd basically need to open the source code to find out. Specifically, the game starts at 10 PM, and if the main character is still a virgin at 6 AM, he'll kill himself.

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* ''VideoGame/KingsQuestIV'' has a time limit of one day, as in 24 hours. As the game is much shorter than that ''and'' restoring a saved game also restores the clock, players are unlikely to ever notice there ''is'' a time limit. A certain event advances time to nightfall because otherwise you'd have to idle for 10 - 11 hours to reach night.
* ''VideoGame/LeisureSuitLarry'' technically has a time limit, but it is ''eight hours'' and a midgame event will cancel it. Again, restoring an earlier save also restores the clock. The game doesn't even tell the player that there's a time limit, so you'd basically need to open the source code to find out. Specifically, the game starts at 10 PM, and if the main character is still a virgin at 6 AM, he'll kill himself.

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Nah, that makes zero sense.


In some games, using an Overly Generous Time Limit may be a way of circumventing a potential integer overflow, where the timer could roll over and cause issues.



* ''VideoGame/TheSecretOfMonkeyIsland'': One puzzle involves Guybrush getting thrown in the ocean with a heavy weight tied to his leg, and you have to figure out how to escape before he drowns. You have 10 full minutes (it's a CallBack to an earlier joke where Guybrush bragged that he could hold his breath for 10 minutes), and the puzzle is easy enough to solve much sooner.

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* ''VideoGame/TheSecretOfMonkeyIsland'': One puzzle involves Guybrush getting thrown in the ocean with a heavy weight tied to his leg, and you have to figure out how to escape before he drowns. You have 10 full minutes (it's a CallBack to an earlier joke where Guybrush bragged that he could hold his breath for 10 minutes), and the puzzle is easy enough to solve much sooner.in ten ''seconds''.
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* ''VideoGame/Shenmue'' and its sequel give the player time limits of a few in-game months (late November until mid-April in the first game, and until the end of June in the second). Aside from [[ThatOneLevel the infamous stealth segment in the first game]], there isn't a lot of pressure to rush through the game, giving the player time aplenty to explore and enjoy themselves.

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* ''VideoGame/Shenmue'' ''VideoGame/{{Shenmue}}'' and its sequel give the player time limits of a few in-game months (late November until mid-April in the first game, and until the end of June in the second). Aside from [[ThatOneLevel the infamous stealth segment in the first game]], there isn't a lot of pressure to rush through the game, giving the player time aplenty to explore and enjoy themselves.
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* Every duty in ''VideoGame/FinalFantasyXIV'' has a time limit of at least an hour. The chances of this time limit actually being reached is so remote that duties almost always end in only one of two ways: victory for the players, or a vote to end the duty early.
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* The SNES strategy game ''Liberty or Death'' starts in the year 1775. If neither the American nor British forces claim a final victory by the time King George III dies in 1820 (45 years after the game starts), the game automatically ends [[InstantWinCondition in victory for America]].
Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/Shenmue'' and its sequel give the player time limits of a few in-game months (late November until mid-April in the first game, and until the end of June in the second). Aside from [[ThatOneLevel the infamous stealth segment in the first game]], there isn't a lot of pressure to rush through the game, giving the player time aplenty to explore and enjoy themselves.
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** In most of the classic Sonic games this played straight, with 10:00 being the time limit and most acts taking 2-4 minutes at most. A few levels avert this hard, however (Carnival Night act 2 and Sandopolis act 1-2 from Sonic 3 and Knuckles being the most infamous)
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* ''VideoGame/FinalFantasyVIII'': The first mission Squall takes can have a time limit of up to 40 minutes but can easily be completed in 8 or less.
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So you don't want to put the pressure of a normal TimedMission on the player; however, on the other hand, you don't want the player to be able to [[TakeYourTime take their sweet, sweet time]] on a mission that is supposed to be urgent or you otherwise don't want a player taking forever on. You could [[ContinueYourMissionDammit constantly nag the player to continue]], or you could implement an Overly Generous Time Limit - a time limit so generous that even regular conservative play will leave you with quite a bit of time to spare, and only extremely deliberate slow play will cause the player to run out of time.

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So you don't want to put the pressure of a normal TimedMission on the player; however, on the other hand, you don't want the player to be able to [[TakeYourTime take their sweet, sweet time]] on a mission that is supposed to be urgent for story reasons, or that you otherwise don't want a player taking forever on. You could [[ContinueYourMissionDammit constantly nag the player to continue]], or you could implement an Overly Generous Time Limit - a time limit so generous that even regular conservative play will leave you with quite a bit of time to spare, and only extremely deliberate slow play will cause the player to run out of time.
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* In ''VideoGame/SonicAdventure2'', Shadow's "Deep Jungle" level has a time limit of ten minutes. Even taking the time to explore and find all of the secrets - some of which a player only has to find once - it's likely that a player will reach the Goal Ring with more than half of the allotted time remaining.

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* In ''VideoGame/SonicAdventure2'', Shadow's "Deep Jungle" level has a time limit of ten minutes. Even taking the time to explore and find all of the secrets - some of which a player only has to find once per playthrough - it's likely that a player will reach the Goal Ring with more than half of the allotted time five minutes remaining.
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** The final mission in ''Advance Wars 2: Black Hole Rising'' gives you a time limit of 30 turns. If you even come close to taking this long, chances are Sturm's already wiped you out.


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* Chapter 20 in ''VideoGame/FireEmblemPathOfRadiance'' gives you a 20-turn time limit for a chapter that a reasonably-levelled party can complete in 5, and that's if they're ''not'' rushing.
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[[folder:Platform Games]]
* In ''VideoGame/SonicAdventure2'', Shadow's "Deep Jungle" level has a time limit of ten minutes. Even taking the time to explore and find all of the secrets - some of which a player only has to find once - it's likely that a player will reach the Goal Ring with more than half of the allotted time remaining.
[[/folder]]


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* ''VideoGame/Persona5'' has the boss fight against Okumura use a hard time limit of thirty minutes. Defeating the boss at an average level for the time won't take nearly that long; Okumura is a FlunkyBoss, and after defeating the last GiantMook that he summons, [[ZeroEffortBoss he completely stops putting up any offense]], and is so weak that a few regular hits will take him down. Even watching all of the mid-battle cutscenes, getting to Okumura himself takes about twenty minutes, meaning the only way to lose at that point is to intentionally let the timer run out.
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* ''VideoGame/{{Lemmings}}'' has a time limit on every level, but in the "Fun" and "Tricky" ranks these are not meant to be a challenge, so every level gives far more time than you actually need. On some levels, such as "Only floaters can survive this", it's actually ''impossible'' to fail due to the time limit!
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* Most of the timed missions in ''VideoGame/CityOfHeroes'' were of this variety. The limits were in real time, starting from the moment you accepted the mission, but barring one endgame-level mission that was intended to be impossible, they tended to be in the one-to-two hour range, more than enough time to fully explore the site and take out everything there.

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* Most of the timed missions in ''VideoGame/CityOfHeroes'' were of this variety. The limits were in real time, starting from the moment you accepted the mission, but barring one endgame-level mission that was intended to be impossible, impossible (at least to unprepared players when it first came out), they tended to be in the one-to-two hour range, more than enough time to fully explore the site and take out everything there.
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[[folder:MMORPGs]]
* Most of the timed missions in ''VideoGame/CityOfHeroes'' were of this variety. The limits were In real time, starting from the moment you accepted the mission, but barring one endgame-level mission that was intended to be impossible, they tended to be in the one-to-two hour range, more than enough time to fully explore the site and take out everything there.

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[[folder:MMORPGs]]
[[folder:[=MMORPGs=]]]
* Most of the timed missions in ''VideoGame/CityOfHeroes'' were of this variety. The limits were In in real time, starting from the moment you accepted the mission, but barring one endgame-level mission that was intended to be impossible, they tended to be in the one-to-two hour range, more than enough time to fully explore the site and take out everything there.



* In the final Nod mission of ''VideoGame/CommandAndConquerTiberianSun'', you are given a little more than three hours to position three ICBM launchers on the map in order to destroy GDI's orbital command station before it can locate and destroy the World Altering Missile.. Taking your time to build a force large enough to completely wipe out the highly defended GDI base - which isn't a mission requirement - and placing the ICBM launchers at your leisure afterwards takes an hour at most.

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* In the final Nod mission of ''VideoGame/CommandAndConquerTiberianSun'', you are given a little more than three hours to position three ICBM launchers on the map in order to destroy GDI's orbital command station before it can locate and destroy the World Altering Missile.. Missile. Taking your time to build a force large enough to completely wipe out the highly defended GDI base - -- which isn't a mission requirement - -- and placing the ICBM launchers at your leisure afterwards takes an hour at most.
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* ''VideoGame/MassEffect2: Arrival'' becomes a timed mission after a certain point, with 90 minutes to complete the mission before the Reapers arrive. Unless you deliberately run out the timer to see what happens, it's not a concern.
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** In ''Advance Wars: Dual Strike", an early mission gives the player a (real world) half hour to complete a mission, even though the game is turn-based. Even a novice is unlikely to take more than 5 minutes to complete the mission.

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** In ''Advance Wars: Dual Strike", Strike'', an early mission gives the player a (real world) half hour to complete a mission, even though the game is turn-based. Even a novice is unlikely to take more than 5 minutes to complete the mission.
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Forgot to remove an extra set of brackets.


** In ''Advance Wars: Days of Ruin]]'', on the mission ''Lin's Gambit'', you are given a 40-day (turn) time limit to capture the opposing HQ or wipe out all enemies before Greyfield is able to shoot nukes to wipe you out. The meta-ranking of the game starts penalizing you for slow play after turn 12.

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** In ''Advance Wars: Days of Ruin]]'', Ruin'', on the mission ''Lin's Gambit'', you are given a 40-day (turn) time limit to capture the opposing HQ or wipe out all enemies before Greyfield is able to shoot nukes to wipe you out. The meta-ranking of the game starts penalizing you for slow play after turn 12.

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''VideoGame/{{Minesweeper}}'' has a timer. When it reaches 999, well... to quote the RealTrailerFakeMovie:

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* ''VideoGame/{{Minesweeper}}'' has a timer. When it reaches 999, well... to nothing actually happens. To quote the RealTrailerFakeMovie:



* In ''[[VideoGame/NintendoWars Advance Wars: Days of Ruin]]'', on the mission ''Lin's Gambit'', you are given a 40-day time limit to capture the opposing HQ or wipe out all enemies before Greyfield is able to shoot nukes to wipe you out. The metaranking of the game starts penalizing you for slow play after turn 12.

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* ''VideoGame/NintendoWars'':
**
In ''[[VideoGame/NintendoWars Advance ''Advance Wars: Dual Strike", an early mission gives the player a (real world) half hour to complete a mission, even though the game is turn-based. Even a novice is unlikely to take more than 5 minutes to complete the mission.
** In ''Advance
Wars: Days of Ruin]]'', on the mission ''Lin's Gambit'', you are given a 40-day (turn) time limit to capture the opposing HQ or wipe out all enemies before Greyfield is able to shoot nukes to wipe you out. The metaranking meta-ranking of the game starts penalizing you for slow play after turn 12.
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None


* VideoGame/{{Fallout 2}}, mostly thanks to technical limitations, has a hard-coded limit of 13 in-game years before the game suddenly throws a "The End" screen at you and brings you to the main menu. Completing the game's quests and generally doing everything there is to do in the game usually takes about 4 in-game years at most.

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* VideoGame/{{Fallout 2}}, ''VideoGame/Fallout2'', mostly thanks to technical limitations, has a hard-coded limit of 13 in-game years before the game suddenly throws a "The End" screen at you and brings you to the main menu. Completing the game's quests and generally doing everything there is to do in the game usually takes about 4 in-game years at most.

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So you don't want to put the pressure of a normal TimedMission on the player; however, on the other hand, you don't want the player to be able to [[TakeYourTime take their sweet, sweet time]] on a mission that is supposed to be urgent or you otherwise don't want a player taking forever on. You could [[ContinueYourMissionDammit constantly nag the player to continue]], or you could implement a Token Time Limit - a time limit so generous that even regular conservative play will leave you with quite a bit of time to spare, and only extremely deliberate slow play will cause the player to run out of time.

In some games, using an overly generous time limit may be a way of circumventing a potential integer overflow, where the timer could roll over and cause issues.

to:

So you don't want to put the pressure of a normal TimedMission on the player; however, on the other hand, you don't want the player to be able to [[TakeYourTime take their sweet, sweet time]] on a mission that is supposed to be urgent or you otherwise don't want a player taking forever on. You could [[ContinueYourMissionDammit constantly nag the player to continue]], or you could implement a Token an Overly Generous Time Limit - a time limit so generous that even regular conservative play will leave you with quite a bit of time to spare, and only extremely deliberate slow play will cause the player to run out of time.

In some games, using an overly generous time limit Overly Generous Time Limit may be a way of circumventing a potential integer overflow, where the timer could roll over and cause issues.

Added: 3926

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Created from YKTTW

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So you don't want to put the pressure of a normal TimedMission on the player; however, on the other hand, you don't want the player to be able to [[TakeYourTime take their sweet, sweet time]] on a mission that is supposed to be urgent or you otherwise don't want a player taking forever on. You could [[ContinueYourMissionDammit constantly nag the player to continue]], or you could implement a Token Time Limit - a time limit so generous that even regular conservative play will leave you with quite a bit of time to spare, and only extremely deliberate slow play will cause the player to run out of time.

In some games, using an overly generous time limit may be a way of circumventing a potential integer overflow, where the timer could roll over and cause issues.

Compare AbsurdlyHighLevelCap.

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!!Examples:

[[foldercontrol]]

[[folder:Adventure Games]]
* ''VideoGame/TheSecretOfMonkeyIsland'': One puzzle involves Guybrush getting thrown in the ocean with a heavy weight tied to his leg, and you have to figure out how to escape before he drowns. You have 10 full minutes (it's a CallBack to an earlier joke where Guybrush bragged that he could hold his breath for 10 minutes), and the puzzle is easy enough to solve much sooner.

[[/folder]]

[[folder:MMORPGs]]
* Most of the timed missions in ''VideoGame/CityOfHeroes'' were of this variety. The limits were In real time, starting from the moment you accepted the mission, but barring one endgame-level mission that was intended to be impossible, they tended to be in the one-to-two hour range, more than enough time to fully explore the site and take out everything there.
[[/folder]]

[[folder:Puzzle Games]]
''VideoGame/{{Minesweeper}}'' has a timer. When it reaches 999, well... to quote the RealTrailerFakeMovie:
--> - What happens then?
--> - Nothing, you just suck!
[[/folder]]

[[folder:Real-Time Strategy Games]]
* In the final Nod mission of ''VideoGame/CommandAndConquerTiberianSun'', you are given a little more than three hours to position three ICBM launchers on the map in order to destroy GDI's orbital command station before it can locate and destroy the World Altering Missile.. Taking your time to build a force large enough to completely wipe out the highly defended GDI base - which isn't a mission requirement - and placing the ICBM launchers at your leisure afterwards takes an hour at most.
[[/folder]]

[[folder:Role-Playing Games]]
* VideoGame/{{Fallout 2}}, mostly thanks to technical limitations, has a hard-coded limit of 13 in-game years before the game suddenly throws a "The End" screen at you and brings you to the main menu. Completing the game's quests and generally doing everything there is to do in the game usually takes about 4 in-game years at most.
[[/folder]]

[[folder:Simulation Games]]
* All missions in the ''VideoGame/AceCombat'' series until ''VideoGame/AceCombatAssaultHorizon'' had been {{timed|Mission}}, but while time constraints did constitute a real challenge in some of them, you could complete the main objectives of most others with a ton of time to spare. For instance, in typical {{Escort Mission}}s, your time limit had normally been set to a couple minutes ''after'' whatever you escorted left the mission space (which was a scripted event).
[[/folder]]

[[folder:Turn-Based Strategy Games]]
* In ''[[VideoGame/NintendoWars Advance Wars: Days of Ruin]]'', on the mission ''Lin's Gambit'', you are given a 40-day time limit to capture the opposing HQ or wipe out all enemies before Greyfield is able to shoot nukes to wipe you out. The metaranking of the game starts penalizing you for slow play after turn 12.
* In ''VideoGame/BattleForWesnoth'', this is in effect for almost every mission - the time limits for the most part exist not to rush the player, but to prevent the player from sitting on their villages for 100,000 turns and going into the following missions with more gold than they'll need for the entire campaign.
[[/folder]]

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