256
Level Design / Time limits
« on: November 17, 2011, 09:23:33 AM »
Every topic must start with a geoo quote. -- Simon
Yeah, because I'm so awesome. -- geoo
We have discussed time limits several times on IRC with Clam Spammer. Looking through the level review game, several comments are "The level gives way too much time."
There are levels similar to "It's Hero Time" or "Just a minute", where a short time limit is part of the puzzle. It rules out many backroutes there, and it's the most elegant enforcement in that case. Time limits are fine there, and I will not consider these levels further in this post.
Both geoo and me think that time limits absolutely suck in most levels. They annoy the player, and never lead to more interesting solutions. Here's why:
Unlike Lemmings, some games have lives, and the player loses a life when he runs out of time. This is absolutely horrible. Most of these games have some kind of score, and have it reset when the player has to enter the password for the level again to resume play. However, nobody ever cares about the score.
Stoneage is a DOS puzzle game which has this severe problem, i.e., unnecessary time limits, lives, and useless scorekeeping, despite being an excellent puzzle game otherwise. It's possible to set the mode to easy; this mode will just give a lot more time for the same puzzles. Even in easy mode, the countdown unnerves and irritates the player, since it's not possible to pause.
A counterexample is Avish, this is a well-designed discrete puzzle game lacking time limits, lives, and scorekeeping.
-- Simon
Yeah, because I'm so awesome. -- geoo
We have discussed time limits several times on IRC with Clam Spammer. Looking through the level review game, several comments are "The level gives way too much time."
There are levels similar to "It's Hero Time" or "Just a minute", where a short time limit is part of the puzzle. It rules out many backroutes there, and it's the most elegant enforcement in that case. Time limits are fine there, and I will not consider these levels further in this post.
Both geoo and me think that time limits absolutely suck in most levels. They annoy the player, and never lead to more interesting solutions. Here's why:
- It doesn't lead to more beautiful solutions. If a lemming shall to do something, a player will assign the relevant skill to him as early as possible anyway. If he forgets, with a time limit, he must boringly restart and replay everything, but without a limit, he can usually wait arbitrarily long for the lemming to return. What feels better?
- If the player fails due time, he usually just has to do the very same thing again, just execute it faster. This is extremely boring and frustrating. Even action replay doesn't help much here.
- The time limit doesn't add to the core ideas of a rather pure puzzle game like Lemmings. It's an arbitrary, genre-untypical restriction.
- It's not obvious whether a solution will fit into a time limit. It must be fully played out first. Compare this with wrong skill assignments: Those can often be ruled out just by looking.
- The player may feel clamped and will pause way more often, solely to not waste time, whether it matters or not.
- A strict time limit doesn't allow better speedruns or comparision of solutions in terms of duration. This is still possible if the time limit is set to the maximum, or, should the game allow so, if the time limit is disabled and the game just computes the time used.
Unlike Lemmings, some games have lives, and the player loses a life when he runs out of time. This is absolutely horrible. Most of these games have some kind of score, and have it reset when the player has to enter the password for the level again to resume play. However, nobody ever cares about the score.
Stoneage is a DOS puzzle game which has this severe problem, i.e., unnecessary time limits, lives, and useless scorekeeping, despite being an excellent puzzle game otherwise. It's possible to set the mode to easy; this mode will just give a lot more time for the same puzzles. Even in easy mode, the countdown unnerves and irritates the player, since it's not possible to pause.
A counterexample is Avish, this is a well-designed discrete puzzle game lacking time limits, lives, and scorekeeping.
-- Simon