It can be badly done in a turn based game too, see XCom 2.
If you don't like RTS games you don't like RTS games, but this is more about, say, a RTS where you also have a fixed time limit for missions.
It can be badly done in a turn based game too, see XCom 2.
If you don't like RTS games you don't like RTS games, but this is more about, say, a RTS where you also have a fixed time limit for missions.
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It's still a bizarrely high-pressure moment built into a game that otherwise has no such mechanics. I always hated coming to it.
It would have been at least as easy to tie the disintegration of the mugs to scene transitions, which would have eliminated the time pressure at no cost to the game.
That wouldn't make any sense, since nothing in Monkey Island moves.
(Exceptions: During Act I, the cook periodically leaves the SCUMM Bar kitchen to visit the tables. Also during Act I, you can trigger the shopkeeper to walk to the Sword Master's house; he will return when triggered by your actions in the shop. Movement can happen between Acts. On Monkey Island, you have to lead a monkey from its location to somewhere else. Herman Toothrot will show up in the cannibal village at some point after you're already required to have picked up the banana picker; his being there is not relevant to anything. Otherwise, nothing ever moves.)
I disagree. I hated turn limits in XCom1 (we're talking about remakes, not original 1993 game, right?), because they weren't really justified by the game world, but in XCom2 when you are the scrappy resistance on quick hit and run missions it really helps build up tension.
Yes.
> not original 1993 game, right?
The original 1993 game has a great example of how to put time pressure on the player without an explicit time pressure: terror missions. Diddle around and you get an army of chrysalids on your butt.
> you are the scrappy resistance on quick hit and run missions it really helps build up tension.
They had a demo day. I played the first mission, or maybe made it to the second. Ran out of turns because I explored an empty corner on the way to the objective. Uninstalled.
And yes, i finished the first xcom remake multiple times. Hated every bomb disarm mission with a passion.
If you ask me, they kinda painted themselves into a corner with the aliens on fixed patrol routes that you could just wait around until the position was perfect. You couldn't do that in the original xcom. But instead of fixing that, they added ... turn limits. It's just bad game design.
Possibly too much world of warcraft. I've seen this trend in games starting a few years after wow was out. People thinking that if Blizzard does it into a MMO, it's okay to do it in a single player game too.
That may work in a rpg, but look where it got the tactics game in xcom 2.