AGuy on Apr 24th 2016 at 2:51:31 PM
Last Edited By:
ZuTheSkunk on Jan 22nd 2017 at 12:18:19 AM
Page Type: trope
So you don't want to put the pressure of a normal Timed Mission on the player; however, on the other hand, you don't want the player to be able to 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 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 Absurdly High Level Cap.
- The Secret of Monkey Island: 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 Call-Back 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.
- Most of the timed missions in City of Heroes 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.
- - What happens then?- Nothing, you just suck!
- In the final Nod mission of Command & Conquer: Tiberian Sun, 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.
- 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.
- All missions in the Ace Combat series until Ace Combat: Assault Horizon had been timed, 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 Missions, your time limit had normally been set to a couple minutes after whatever you escorted left the mission space (which was a scripted event).
- In 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 Battle for Wesnoth, 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.
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