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the most common gaming take that bums me out the most is that timers are basically the most universally depsised mechanic by 95% of the audience. been a true believer since dead rising and the fire has only grown playing shenmue and lightning returns etc

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tbh, every time I see people complain about people complaining about timers I do a quick search and I thinks that they aren’t THAT universally despised; it’s just that the people who hate them are very loud.

I don't mind a timer but I dislike things that force you forward. I do a lot of challenge run stuff in games and those builds generally end up a lot weaker than average builds and cannot push at the same pace. Timer where the reward goes up over time always felt good.

I really felt this playing Metaphor, where ostensibly the game is all about managing your discrete limited time slots but in practise it's so forgiving that a casual blind playthrough can easily complete all the social links. They're afraid of people missing anything!

They should make a Fire Emblem game with a Dead Rising timer where you have a limited amount of real life hours to beat the game, and also to recruit the characters you need to get to them at particular parts on the timer like a Dead Rising mission.

One or two of the attributes match up, but (permitting that I haven't played this one and am going off Wikipedia) it sounds like it's moreso about raising your rank through repeat playthroughs to unlock new content, which is kind of like Dead Rising + Fire Emblem for minor unlockables but-

I think you gotta do it right and a lot of games just don't see atelier totori giving you like seven years but you go grab some pinecones just outside the town and then back, which took you several days and then you make them into magic bombs and then sleep for two weeks

ive been trying to work out my thoughts that games like wordle are fundamentally broken without a timer because "think for a really long time" is just too overpowered as a strategy. but a timer forgives so many sins of that sort

i guess like of "develop tools to convince yourself that you've definitely made the optimal play" vs. "develop heuristics to generate pretty good plays in a short amount of time" i think the latter is more engaging

i just mean thinking about a move for hours is strictly better than thinking about it for a couple minutes. there's no reason not to do that except it's boring to play that way

I never have enough time to spend on games to make that an overpowered strategy. Same reason I don't generally like timers in my games. My life is already constantly governed by timers other people set. I don't bloody want more of that.

the coolest thing about ff8 is the seed exam rewarding you not for how quickly you complete the mission but for how accurate you are in your prediction for how long it takes. no other game was brave enough to do something so shite.

Timers were why the Whisper of the Worm and Zero Hour missions in destiny were so special. The pressure that applied to the platforming mazes and to the design of the combat sections made them so compelling

Counterpoint: it would be better if the timer (each timer involved) was visible - and thus, no longer arbitrary. In Stars and Time - the only game to make ATB work - does that, and adds an automatic pause whenever a timer reaches the end.

theyre also the easiest mechanic to fuck up and so many ps2 era games are plagued with timers that require you to be absolutely perfect or you cant clear them

You REALLY need to nail it. Often what I like the least are hidden or obscured timers that aren't clearly told to you, the player, or when they are only in existence for a sidequest or two in a game with loads of non-timed quests. The games that get it right are VERY clear about the timer existing.

I've already seen endless complaints about the Duskbloods timer and I think some people just don't understand what an optimization slugfest hell nightmare not having a timer in it would be (same thing with Nightreign, there'd be no reason not to clear the whole map)

I don’t generally mind timed segments, but when the game challenges me to do something within a tight time limit that seems borderline impossible to pull off, that’s when it pisses me off

I think there's definitely a design space where they're great, but the fail case is so disastrous that as a developer you have to be locked tf in Very similar to level scaling or restrictive saves, although people don't seem to hate those as much

Most of the audience has a shallow view of these things and are subject to placebo. You can instead do the Berzerk thing where there is no visible timer, but you just have some unkillable entity or obstacle show up if you take too long to beat the stage. Some games do a mix of the two like Zelda MM.

Unsighted is easily one of the best indies of the last decade but a lot of gamers switch to easy and lose out on the (fairly lenient!) doomsday timer experience

timers whip ass and universally sort of work. i was playing ff5 a while ago and when i had to the castle escape and a timer showed up on screen, despite knowing this map has maybe 8 areas i was still like "oh no oh fuck oh no i gotta lock in"

simply good shit when a game starts a countdown with the objective of "get da fuck outta here" or whatever even if you can close your eyes and have minutes to spare

Playing thru the first Ratchet & Clank, first level where the game finds its footing and the action comes together has a sequence where you escape an exploding ship under a 1 minute timer and it was peeaak.

the world is not ready for the truth nuke that pikmin and dead rising are in fact too lenient and that the games we should actually be looking at are crazy taxi, spikeout and shinobi PS2

Also often these games don't give you enough penalties for fucking up, by taking active time away from you. I wish Lightning Returnes denied you access for certain things as a penalty, if you failed a task or something. Let me regret it!

I don't like them but then again my media consumption is now mainly shaped by the fact that I'm doing most of it at 11 PM while basically asleep.

the reason i like them so much is because they make all the space between objectives that is not ‘part of the game’ suddenly very much part of the game. with the right timer design you can make a game about ‘slowly walking down a road’ a beloved classic (pathologic)

I simply don't care to be rushed like that. I much prefer 'fake timers' like personas, disco elysium etc where Doing Stuff costs time and not your actual ambulating from place to place

i think that fundamentally people who can't handle games that stress you out on purpose have weak bloodlines and will not survive the winter

I’ll admit, I was initially put off when I heard about the time limit in Dawnwalker, but the way they described it on the Triple Click podcast — not punishing, just making you choose actions deliberately — really sold me on it.

You know if you added a timer to even that basic ass bethesda style lockpicking mechanic it could add some tension Not to the hacking minigame though, that shit makes me feel dyslexic enough without adding pressure

prey hacking has a timer and it kinda sucks because the difficulty of the task increases the time length and because of the way this is set up difficulty 2/4 is the hardest, giving you arguably the worst time:difficulty ratio

I played Seance of Blake Manor recently and the time mechanic definitely made me play it thoughtfully, as opposed to a regular detective game where I would just stop and check everything all the time and waste a bunch of time. By the end I had plenty left but I don’t feel like I missed anything.

the thing i struggle to square is that every game i've played with a timer was significantly improved because of that timer - what Bad Timer focused game is out there that put everyone off it; or is it just Entirely a psychological thing

Not really a fan of their implementation in simpsons hit and run and destroy all humans. Hit and run's timers are real aggressive and lead to frustration from having to replay missions, and destroy all humans already has threat escalation mechanics so a timer is kinda moot.

I'm not against timers at all! But a poor implementation of em I can imagine really sour people's perception of the mechanic as a whole much like escort missions or QTEs

Timers make people anxious, and yes, that's the point, but people don't want to feel anxious when they are relaxing. "Just don't be anxious by the inexorable passage of time" is not a solution for those people.

Every time I've encountered a timers bad person their experience basically amounted to playing Majora's Mask for half an hour and giving up because the timer was too stressful, so seems to mostly be a psychological thing in my experience

i actually quite like the bomb missions in spider-man ps4 where you have to make it to and destroy the bombs in time before they all blow up its very fun

Pikmin and Tony Hawk felt like they lost their special sauce when they dropped the timer. Honestly, I wish more games would throw in time attack modes

Depends on how it’s implemented. If devs just throw it in there as a late development afterthought just to please the sickos then I’d say the assignment is failed.

end of game timers probably don't really count but metal gear ending on a "pick a ladder before you explode and die" with two wrong options and long climbs back on a very tight timer is one of the funniest pranks ever pulled in a game.

Can't agree. Timers are the reason I never bothered even trying Metal Gear Rising's VR challenges. If they want to challenge the player to get an S rank, they should do something better than 'finish the gauntlet of all enemies in less than literally 5 seconds.'

I'm really glad I got over my hangups about this, I used to be so afraid of games with timers but now many of them (Ghost Trick, Majora's Mask, Outer Wilds) are my all time favorites, and it's pretty much always fine once you relax and trust that the game will generally not screw you over that hard

It's the same level of "widely controversial and I hated it at first and thought it ruined the game but then later realized it's actually essential to the game being great" as Mr. X in RE2 Remake.

I hated timers as a young kid, but like I appreciate them so much as I got older. Something I really like is that they contextualize like, what's possible and what's expected of the player. So now instead of it being a restriction for me, it's "I can do it. The question is how."

I had a friend who said like 15 years ago timers improve every game. I thought he was wrong, but every game I play with a timer vs without I think is better with a timer lol. The only exception has been Big Walk

so aggravating seeing people recommend unsighted with the caveat that you should turn the timer off. no you shouldn't! that's the point of the game! it's not even a difficult timer! i got a perfect ending on my first playthrough!

Idk if this is exactly what this post is talking about but I think the escape sequences in wario land 4 are one of the coolest parts of that game and that also goes for the games that have clearly taken inspiration from it.

pikmin, majora’s mask, dead rising, and fallout are all beloved classics, but for some reason it’s received wisdom that they’re all great in spite of having a time limit, not because of it. i find it so confusing

Personal anecdote: buying a game and scared you're not "seeing everything." I get a time limit is supposed to mean "play it more than once" I think a lot of people only play thru once (that isn't sports or a multiplayer esport) and time limits feel like "put in 15 hours and then a SECOND 15 hours."

Nah, I give Majora's timer credit for creating the narrative frame of Termina's demise and how things develop. Is a great part of why I adore the game... Besides, IMO, the timer isn't even a thing worth stressing about until the final day :v

We choose games based on which skills we want to be tested in, and to what degree. Not everyone values speed, and not everyone wants it to be hard.

"hard" is kinda a different discussion entirely respectfully. And I mean idk about you but I've never really chosen a game based on difficulty, I chose games based on if they look fun to play or not. But to that end there's been plenty of unexpected challenges that only made me love a game more.

Doing things while being timed makes it harder. and a lot of games look fun and the turn out not to be because of sudden difficulty spikes, like for example being expected to do what you were doing at your own pace at much quicker one.

I recently did some resident evil 4 remake speedruns (trying to S+ rank the easier difficulties, including assisted where my prior run had failed by like, 1 minute) and really felt how much the game felt changed the moment I started aggressively tracking chapter by chapter clear times

This is a feeling I've also gotten from RTS games (and this is one of the reasons we should all start playing starcraft again) in that the build order isn't just about doing stuff in the right order but doing it FAST, it's like PvP speedrunning where you can kick the other runner in the shins

It depends. What tends to trip people up is the "micro" part when you can often beat people at beginner and intermediate levels by focusing more on macro (base building, workers: the "having more stuff" part). This is especially true in starcraft 2 in particular.

Ash@fishyash.com

Thinking about how Tom Scott immediately improved Jenga by adding a chess clock to it. Timers are so effective and elegant for how simple they are, you could probably improve most games without timers by adding them

perhaps ironically, i find games that track the passage of time without having a time limit more stressful? like someone is sitting nearby with a stopwatch. feels like i'm doing something wrong

only tangentially related but i've always been fascinated by doom in ff. not because it's a compelling mechanic or anything (i can't think of the last time it was actually relevant in a fight) but just because having an ominous number ticking down over a character's head makes me go "fuckfuckfuck"

I don't wanna say that I "don't like" games that don't have any sort of urgency but I can say that if there's no urgency, I don't have as much fun any idiot can take ten years to make the best possible decision it feels great to make the best decision possible on short notice and still win

The thing is the timer can be functionally inert and people still hate it because the very *idea* stresses them out. It's basically people who won't do anything that requires making a phone call to book an appointment

But then also like people seem to just love putting up barriers to doing things these days? Like instead of just trying things they'll avoid stuff they're interested in because it isn't in some hypothetical "Goldilocks zone" or whatever

If you’re getting that same feeling for over 10 hours then I’d argue it stops being fulfilling and just becomes a chore. Stress sucks, I don’t want that for long periods.

and you're playing games to have fun, you're not wrong *I* want some stress and friction ("urgency") when I play games, I don't feel like I'm having fun if it's just like "okay, do whatever, you don't *have* to do anything if you don't want to"

Doom Enternal technically doesn’t have a timer but it’s one of those “stand still and you die in 2 seconds” games and every play session gave me a damn headache afterwards. I still beat the game, enjoyed it fine but not in the mood to replay the whole thing. Heard the DLC was worse so fuck that.

The fact that they used to be like. The defining feature of Atelier games gameplay but then fans complained so much that they took them out and they instantly went from sorta niche and unique to massively popular but super generic RPGs makes me so sad…

Very interesting topic. I think I dislike game timers because my life is already constantly governed by timers other people set. I don't bloody want more of that.

I never understood why people hated those missions in XCOM 2 Those timers were somewhat generous and made you reconsider your play style a little, but people acted like the game just kicked you in the nuts

I think for some people(maybe me sometimes) a big ol timer just reminds one of the limited time in the mortal coil we have for anything, so suddenly feeling an additional time pressure in something we are trying to use to cope or relax or whatever just counterproductive. Of course there are some—

Deathloop has a similar effect to solving the timeloop in Majora's Mask but there's no clock counting down. Highly recommend to anyone else that gets stressed as fuck havin that giant moon get all up in their personal space.