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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

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)

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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