night was a HUGE benefit to Dragon's Dogma. Night was dark... like really, really pitch black dark. Many of the enemies were flying enemies that would swoop down and attack you out of the blackness... it was horrifying!
Many of the critters in Dragon's Dogma were huge - like really really huge and many of the battles that started in daylight ended in darkness. It was a horrifying experience to see the sun gradually setting when battling a gryphon and realizing that you either had to finish him off in the dark, or cut and run. It really did make a pretty big difference to the game. Even venturing out on the roads at night was different with different enemies - who simply appeared out of the blackness.
Prior to this experience I would have said that day/night cycles didn't usually make a whole lot of difference - but Dragon's Dogma proved to me it could, if developers do it right!
In terms of playing time... I never do speed runs. I have no interest in missing out on all the good stuff in a game! :)
Many of the critters in Dragon's Dogma were huge - like really really huge and many of the battles that started in daylight ended in darkness. It was a horrifying experience to see the sun gradually setting when battling a gryphon and realizing that you either had to finish him off in the dark, or cut and run. It really did make a pretty big difference to the game. Even venturing out on the roads at night was different with different enemies - who simply appeared out of the blackness.
Prior to this experience I would have said that day/night cycles didn't usually make a whole lot of difference - but Dragon's Dogma proved to me it could, if developers do it right!
In terms of playing time... I never do speed runs. I have no interest in missing out on all the good stuff in a game! :)
I love your use of gifs! and agree that Skyward Sword really wasted the day/night premise. Ocarina of Time was fantastic with its use of hourly and yearly time because it never required anyone to wait around; just play a song or play sword in stone and it's done. I really want to play Dragon's Dogma after reading Phil and Elsa's praise...
As for game length, I generally prefer more. A game like Dark Souls is a good example. It took me over 120 hours to beat it for the first time, and now I'm doing in an hour what used to take an evening, and while the ambiguous game's content is sockingly generous, I could probably come up with new concepts for new characters and not stop. Bayonetta is a game that seems shallow to many (despite having more hidden content than I've ever seen in a game), but could be played endlessly, simply because its gameplay was designed to be an intrinsically excellent experience. As far as I'm concerned, 100%s, trophies, achievements, and the like mean nothing to me. I don't need gauges or checkmarks to dictate my state of enjoyment.
As for game length, I generally prefer more. A game like Dark Souls is a good example. It took me over 120 hours to beat it for the first time, and now I'm doing in an hour what used to take an evening, and while the ambiguous game's content is sockingly generous, I could probably come up with new concepts for new characters and not stop. Bayonetta is a game that seems shallow to many (despite having more hidden content than I've ever seen in a game), but could be played endlessly, simply because its gameplay was designed to be an intrinsically excellent experience. As far as I'm concerned, 100%s, trophies, achievements, and the like mean nothing to me. I don't need gauges or checkmarks to dictate my state of enjoyment.
I remember a snes game, something of the west, and rpg with an real time intern clock, that was brilliant.
Yeah, we rarely see that and...well, I dont know about you but skyward sword was fucked up all around imo, the day/night cycle is another part of it.
Great premise! yeah, if there will be the cycle, things should change indeed.
And hey, my favourite zelda is Majora's Mask, talk about time and that game...wow!
Yeah, we rarely see that and...well, I dont know about you but skyward sword was fucked up all around imo, the day/night cycle is another part of it.
Great premise! yeah, if there will be the cycle, things should change indeed.
And hey, my favourite zelda is Majora's Mask, talk about time and that game...wow!
Mostly day and night cycles are pretty meaningless to me. In a game like GTA it has no bearing on the gameplay and is really just a color swap.
S.T.A.L.K.E.R. had a day and night cycle not unlike the ones seen in the Fallout and Elder Scrolls games in that you could speed up the clock by the hour as you wished. However in S.T.A.L.K.E.R it was a tool of survival not convenience. Just sleeping out in the open would usually ended up with a gang of mercs finding and killing you or worse you would wake up to the horrible shrill cry of a bloodsucker just before it ended you.
Having to find shelter in order make it through the night was incredibly immersive and felt vital to survival considering just how horrific that world became once the sun went down. Being consumed by pitch black made the audio even more terrifying.
I'll never forget when I first made it to the iconic wounder wheel in Chernobyl and tried to pass the night in a closet of the apartment complex just south of the wheel. Suddenly halfway through the night my sleep was interrupted. I could hear the slow foot steps of a merc approaching me from the hallway. I couldn't see shit and I knew if I tried to kill him it would alert his buds so I just sat there completely terrified listening to the footsteps get louder and louder. It was Ann Frank status. Eventually the sounds of foot steps passed and an overwhelming sense of relief came over me. If the whole game was just static sunlight I never could have had such an experience.
S.T.A.L.K.E.R. had a day and night cycle not unlike the ones seen in the Fallout and Elder Scrolls games in that you could speed up the clock by the hour as you wished. However in S.T.A.L.K.E.R it was a tool of survival not convenience. Just sleeping out in the open would usually ended up with a gang of mercs finding and killing you or worse you would wake up to the horrible shrill cry of a bloodsucker just before it ended you.
Having to find shelter in order make it through the night was incredibly immersive and felt vital to survival considering just how horrific that world became once the sun went down. Being consumed by pitch black made the audio even more terrifying.
I'll never forget when I first made it to the iconic wounder wheel in Chernobyl and tried to pass the night in a closet of the apartment complex just south of the wheel. Suddenly halfway through the night my sleep was interrupted. I could hear the slow foot steps of a merc approaching me from the hallway. I couldn't see shit and I knew if I tried to kill him it would alert his buds so I just sat there completely terrified listening to the footsteps get louder and louder. It was Ann Frank status. Eventually the sounds of foot steps passed and an overwhelming sense of relief came over me. If the whole game was just static sunlight I never could have had such an experience.

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