Worlds exist within their own time, with only a loose connection to the real world. Some are fast, with multiple days and nights flashing by within the span of a single gaming session. Others drag by, hours spent in the dark of night, waiting and hoping for the relief of the day.
No matter which, the time that exists in a game is an abstraction, a decision made by the developers to scale the world into our real-world perception. But, what do you prefer? A totally realistic game, where an hour in game approaches an hour in real-life, or a game where you can comfortably progress a week or more of game-time in a reasonable session? Discuss.
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My answer: Game time for simultaneous games needs to be global (and constant). That helps sync the actions of the players (and the world). I think that immersion depends greatly on the scale of the game, for me, and this includes time. I'd like to see some more games approach a 1 hour RT = 3 hours GT. This would give you some variety as the days would slowly cycle by and if you played at 6pm each evening, you'd eventually get to experience a full day/night cycle. Add in solstices and some equinoxes and you have a full calendar for the game world and a shifting day/night cycle.
Logic, my dear, merely enables one to be wrong with great authority.
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Average Play Session Time / 3 = Length of Daylight
So, if I normally sit down to play the game for an hour, I'd like about 20 minutes of that to be night time. If time lands me in a Night-Day-Night cycle for the session now and then, that's fine, too.
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I'd like time to mean something. I'd like to experience days and nights passing. I'd like to notice a change in the time.
That means depth and we just don't have that anymore. Time can also cause problems for certain players. I'd hate to log in every day at the same time and have the game always be in a night cycle.
EQ was great with their day/night cycle. Those poor Drow & Halflings. Drow started in Nektulos Forest and Kithicor Forest was just outside the Halfling town of Rivervale. Scary, scary night time monsters in those places.
The other part of "time" that does not exist in video games is "years." Our characters never get older. They don't get gray hair (unless manually chosen), they don't get fat or slow down, and they rarely "settle down."
Lots of games have "time." In most of them, time matters not
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
It's been ages since I played EQ, but I remember trying desperately to find my way back to town in the dark, mashing 'sense heading' or whatever the key was to see if I was going anywhere near the direction I wanted to head.
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Logic, my dear, merely enables one to be wrong with great authority.
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I can't remember the name of the zones but there were a couple where spcial, and very dangerous, mosters came out only at night.....When it got dark you got the heck out of there.
In most MMOs I've played night time is just a dark version of daylight with the same quests, sane open shops and same mobs and density, etc. Games like that just make night time a pain in the butt because there's nothing special happening but you just can't see things as well.
Even when they do things like give some merchants a day/night cycle (as in BDO) or have quests that must be done at certain times of day or night it just feels gimmicky.
Either do it right or don't bother, IMO.
Same with weather. Most games just add it for visual variety but it serves no purpose.
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Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
But a rural, agricultural area could easily make holidays around planting, harvest, the dark of midwinter (if the area even has seasons).
And this brings up another factor with time: Seasons. I know not every land is temperate and on a tilted axis like Earth, but I have not experienced many (if any at all) seasonal changes in a land. I can certainly understand why as that incorporates a LOT of extra coding that many players will not even notice as they run to their next fight, let alone appreciate.
So much could be done. So little actually exists...
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
It is funny seeing this topic,almost scary because just 15 minutes ago i was messing around with my server settings on just this very topic.
I make the day cycles 4x longer than night and i make an entire day last 2x longer than real time.This means i age slower and the sun stays out much longer and the nights go by faster.
One thing that does bother me is when people cry foul on realism yet if they see something that looks real stupid they complain.Why would you complain if you were forced to ride around on pink Unicorns all game,it's not real right?Thing is every single one of us uses real life to judge ideas in game so it most certainly does matter if a game carries plausible realism.
I can even stretch it one further,we hear a LOT about difficulty in games,well what if it was easier than an ARPG,what if you just press the space bar and the entire game dies?Automatically you are going to say "this is really dumb".
So this topic comes up way more with survival games as mmorpg's tend to have very little depth.So i heard a lot of crying about hitting trees with your fists,how often you need to eat or drink etc etc.These settings are where common sense comes in and often the developers have very little or a bad pvp combat design forces them to make poor decisions for the rest of the game.
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I thought it was much more than that but it seems like it's a feature that one could easily never experience or notice it based on their playstyle.
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