I have never understood why this is such an appeal to people. For me it just means I spend half my time in the game not being able to see very well and waiting for day time to start missions so we are not running around it the dark....
Why do people enjoy the dat-to-night cycle in games?
#1
Posté 13 février 2015 - 01:57
#2
Posté 13 février 2015 - 02:02
- Icy Magebane aime ceci
#4
Posté 13 février 2015 - 02:14
B/c immersion.
- KrrKs aime ceci
#5
Posté 13 février 2015 - 02:21
As far as immersion, depends on the setting. When applied well, it grants the illusion of the passing of time. When simply placed, it can become some mini-game of trying to get to the merchants before closing; more annoying than enjoyable.
- Icy Magebane aime ceci
#6
Posté 13 février 2015 - 03:26
"What a horrible night to have a curse."
Because reasons. It adds a layer of realism, and unlike other methods used to convey that, I at least rarely find it annoying. Sometimes it is poorly used though. Or the differences are so minor as to seem negligible. Night in GW2 springs to mind. ![]()
Personally I find permanent day or night more jarring unless the setting justifies it somehow.
- Fast Jimmy et Jorji Costava aiment ceci
#7
Posté 13 février 2015 - 03:56
Hell one of many awful changes from Saints Row 2 to Saints Row The Third was removing the day to night cycle. It's just one or the other (usually night) when I don't see the reason to why they removed it.
Saints Row 4 being a simulation at least made sense why it was like that. 3rd doesn't have an excuse.
#8
Posté 13 février 2015 - 04:00
I just like dark environments they look prettier.
#9
Posté 13 février 2015 - 04:01
B/c immersion.
This.
I personally love day to night cycles in games because I love walking around in the night. It really adds to the atmosphere in the game.
#10
Posté 13 février 2015 - 04:13
#11
Posté 13 février 2015 - 04:33
#12
Posté 13 février 2015 - 04:42
The scaled down nature is one of my biggest problems with open world games in general. What I've gathered from TES so far is that Tamriel is a continent you can walk across in about 40 minutes where days last 20 minutes.
- Dermain aime ceci
#13
Posté 13 février 2015 - 04:46
B/c immersion.
This and sometimes there's a game mechanics reason behind it, like certain things can only be done at certain times of the day.
#14
Posté 13 février 2015 - 05:04
Immersion. The first time I played dayz I was lost in a forest and it was pitch black. All I could hear was the wind blowing through the leaf and the occasional zombie sound lol.
- Icy Magebane aime ceci
#15
Posté 13 février 2015 - 09:35
Immersion is the main reason. Though I also enjoy it because fumbling around in the dark can be fun if it's the right game.
#16
Posté 13 février 2015 - 09:40
No real immersion in video games when I don't need to use toilette or just eject the junk.
#17
Posté 13 février 2015 - 09:44
It works really well in Don't Starve.
Otherwise, I dunno.... I feel like I'm supposed to like it in RPGs because immersion, but then I end up with a super insomniac character who runs around at night for months on end. I see why people like the day to night cycle, but I could take it or leave it.
#18
Posté 13 février 2015 - 09:45
day/night cycles are an idiotic way to force players to use the rest function
#20
Guest_simfamUP_*
Posté 13 février 2015 - 10:25
Guest_simfamUP_*
It lets me know when I can go and steal bread from orphans in Skyrim.
- ObserverStatus, BigEvil et The Hierophant aiment ceci
#21
Guest_EntropicAngel_*
Posté 13 février 2015 - 10:35
Guest_EntropicAngel_*
As mentioned, for immerzion. And because it produces different experiences.
For example, in Final Fantasy XV, night will be when stronger (and more "creepy") enemies appear, so the player can either avoid them or use the opportunity to attack them.
And in a certain game I know of, the gameplay revolves around darkness damaging the player. So there's a mechanic to the cycle.
I hate this feature and find it to be anti-immersion because of the length of the cycle.
What would you say would be an acceptable amount? I was thinking somewhere around 4 hours. It's still very short, but it's a whole lot more than most games where like a minute is an hour.
What is the minimum amount of time for a full day-to-night-to-day-again cycle you would accept as reasonable?
#22
Posté 13 février 2015 - 11:43
"What a horrible night to have a curse."
Darn it; you beat me to the punch on this joke. For all of its flaws, Castlevania II: Simon's Quest was IIRC the first major release to feature a day/night cycle.
Anyways, it seems like the main reason for a day/night cycle is what everyone else here has already indicated: call it realism, immersion or whatever you will, the day/night cycle helps add to the sense that the world is a dynamic system that doesn't just exist for the sake of the player. It also allows for some fairly interesting mechanics, such as having different sets of monsters for the day and night cycles (the Quest for Glory series liberally made use of this mechanic).
Still, it can be fairly frustrating, especially if there's a quest event that can only be triggered at a certain time of day. You either have to spend time grinding and waiting, or you have to employ some kind of 'speed up time' mechanic, which for me can feel wasteful.
- Seagloom, Nattfare et Fast Jimmy aiment ceci
#23
Guest_mikeucrazy_*
Posté 13 février 2015 - 11:57
Guest_mikeucrazy_*
That nighttime stars yo
#24
Guest_Catch This Fade_*
Posté 14 février 2015 - 12:05
Guest_Catch This Fade_*
For example, in Final Fantasy XV...
Saw that coming.
- Dermain aime ceci
#25
Posté 14 février 2015 - 12:06
As mentioned, for immerzion. And because it produces different experiences.
For example, in Final Fantasy XV, night will be when stronger (and more "creepy") enemies appear, so the player can either avoid them or use the opportunity to attack them.
And in a certain game I know of, the gameplay revolves around darkness damaging the player. So there's a mechanic to the cycle.
What would you say would be an acceptable amounted? I was thinking somewhere around 4 hours. It's still very short, but it's a whole lot more than most games where like a minute is an hour.
What is the minimum amount of time for a full day-to-night-to-day-again cycle you would accept as reasonable?
You pose a very interesting question. Four hours isn't a bad number. I'm not sure I can give you a concrete one. It has to be slow enough that I don't feel I can see time changing in an unnatural way before my eyes. Perhaps 4 hours with a natural twilight period - say 30 minutes - would work for me. So really it's 5 hours. Day for 4, 30 twilight, night for 4, 30 dawn.





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