I got 'Teardown' the other day. The third mission had a countdown. Fuck that. Refund.
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There is a mod that let's you control when the clock moves forward. It makes the game both better and worse. Better because you now have time to do everything and worse because you now have time do everything.
I'm ambivalent about day clocks, unless they're too short. Stardew's day is about twenty minutes, so is Minecraft's, and about on par with old Harvest Moon games. When I played My Time at Portia, though, I had to go straight for the setting that doubles the length of the day. Now there's a game with time pressure.
Calendars, though, I think are very important to a certain style of game. With Stardew, it reinforces the feeling of rhythm, ritual, and repetition that is what makes the game so cozy to begin with. A farming game needs a calendar. A cozy village life sim needs a calendar. Even The Sims is better with seasons.
Time limits IRL help me stay on task and complete gosls. Time limits in video games just give me anxiety and make me panic.
What's up with that?
Because you make sure to give yourself enough time to complete a given task or tasks. A time limit in a video game is based on developer whims and play tester feedback. Neither of which you get a say in. Hence the panic.
It may also be the tasks, now that I think about it...
"You have 3 days to write this report on George Washington."
Vs
"You have 3 days to save the world from the moon crashing into earth and destroying all life as we know it."
I hate to have to point this out to you, but time limits in real life are also based on developer whims, and nobody here had a say in that. Giving yourself time to complete a task doesn't change the end limit, it just changes when you start... which is also equally applicable in games. Your logic doesn't really pan out when you think it through.
Yes, but I like the pace to be somewhat slower than the usual default. I mod time in Stardew Valley to pass half as fast outdoors, and half that fast indoors or in dungeons. I like the rhythm of the day-night cycle and the changing of the seasons, but I like the pace to be leisurely.
If you ever are inclined, Stardew has a very strong modding community. I don't play it without using one of the handful of mods for extending the time.
I love stardew but I hate the daily time limit. I now use a mod that doesn't end the day. I just keep going based on energy. I think an energy bar and a time limit is just too restricting. I don't mind the daytime events so understand why a clock was necessary but I don't like the end of day pressure or the pressure in the mines.
Maybe it makes it too easy but I still massively enjoy the game.
The calendar I mind less as I think it's not as important to as each day.
I don't like them in pretty much any game. It's too stressful for me. That said, I still happen to enjoy a lot of games in spite of the feature (like Persona).
In respect to the Persona series, it's simply because that's the game. They want you to plan your social interactions.
I haven't played 5, but what I played of 4 you get bonuses from maxing out your relationships, so having a limit on actions means you have to choose and plan what you are gonna do, otherwise the game would just be a case of maxing relationships day 1 and then dungeon crawling for 5 hours until the next cutscene.
For comfy games, there is a balance, a time limit means you aren't doing everything in 1 day, but I have always felt Stardew's is a little too short, especially for the stamina and movement speed.
But you can't do everything in one day irl, you are a new farmer setting everything up, and getting back on your feet, it takes time, and the days passing make the world feel more alive than if time didn't pass.
As for seasons, it is annoying when you miss events or stuff, but it is a nice aesthetic, again makes you feel like time is advancing and bringing change, prevents it becoming too boring, Stardew would probably be a lot more boring without the season to change the fish that spawn and the crops you can grow
otherwise the game would just be a case of maxing relationships day 1 and then dungeon crawling for 5 hours until the next cutscene.
Sounds perfectly fine to me. That has been the way I play since my first JRPG (Dragon Quest 1). I guess it is another kind of resource management, but I don’t really see the need for that.
I keep hearing good things about the Persona series, but for this particular reason, I haven’t tried playing any Persona games.
That's a completely valid and respectable opinion, tbh for me it's the other problem of finding the dungeon crawling too long in persona 4 🤣.
But yeah, not every game is for everyone, and they wanted to fill this niche, and you have other games like Dragon Quest which are more to your liking.
Persona from what I've heard is great, but I am not the type of person who can sink in 160 hours into a game 🤣.
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