this post was submitted on 18 Feb 2024
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I would love an RPG where time actually matters. If some NPC tells you to meet him under that tree tonight, and you're not there, he should get mad and refuse to help you. And if a mission is urgent, there should be consequences if you go off doing something else, maybe even failing the mission. It would be awesome if there are multiple missions but you only have time for one or two.
Related, how about no radar and mission markers? So if you get directions, you actually need to follow them. And you need to actually explore instead of simply following a quest marker with half an eye on a minimap. IIRC one of the early Elder Scrolls did this?
My first impression was that this puts an awful lot on the player to remember, that wouldn't even be a thing for somebody who actually lived in the world.
I think I could tolerate some of this though if games would stop having main storyline plots that revolved around rush rush rush. Looking at you, cyberpunk 2077.
I feel like this could be solved just by having a journal with a recap of where you have to go. "NPC said I need to go to the hut near the river just north of X village", and then you could look at a map, find the river, and know it should be somewhere around there. No need to remember, but also no need to just mindlessly follow an orange marker.
Yes, this is what meant. That would be great.