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Why do people enjoy the dat-to-night cycle in games?


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#26
slimgrin

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It obviously makes a game more immersive and beautiful. There's also gameplay opportunities that devs can implement based on the cycle.



#27
Guest_EntropicAngel_*

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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.

 

The problem with too long a cycle is that time doesn't develop "fast" enough--heck, five hours is half a linear game these days. It's irrational to think that you'll have accomplished the things one normally does in a few hours of gaming--like say, a level up, and two or three questlines--in a single day.

 

And if I read your last sentence right, it's actually 9 hours. 4 for day, + 30 for twilight, + 4 for night, + 30 for twilight. 9 hours for a single day. Again, that's a huge number for games and what you typically accomplish (it takes about 30 minutes to walk across Skyrim). It has to be compressed down into something that reasonably approximates the scale of the game world.



#28
Guest_simfamUP_*

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heck, five hours is half a linear game these days.

 

Ewww.

 

Who cares about those games anyway?

 

Ewww!



#29
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Ewww.

 

Who cares about those games anyway?

 

Ewww!

 

People who are making games do.

 

Accessibility is a dirty word to gamers, but it's one that must be considered on the other end (not necessarily catered to, but definitely considered).



#30
In Exile

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The problem with too long a cycle is that time doesn't develop "fast" enough--heck, five hours is half a linear game these days. It's irrational to think that you'll have accomplished the things one normally does in a few hours of gaming--like say, a level up, and two or three questlines--in a single day.

 

And if I read your last sentence right, it's actually 9 hours. 4 for day, + 30 for twilight, + 4 for night, + 30 for twilight. 9 hours for a single day. Again, that's a huge number for games and what you typically accomplish (it takes about 30 minutes to walk across Skyrim). It has to be compressed down into something that reasonably approximates the scale of the game world.

 

Once you compress it, then what you have is an insanely unrealistic world that loses any coherent sense of scale. Of course that's a problem in Skyrim which has absolutely no scale. To me, scale is an essential part of immersion. When the scale is wrong, my sense of immersion is broken. I don't care for the poor pantomimes of reality like e.g. day-night cycle or worker anti AI like in Skyrim. 

 

That's one thing TW2 did well and Skyrim did quite poorly. 


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#31
Guest_EntropicAngel_*

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Once you compress it, then what you have is an insanely unrealistic world that loses any coherent sense of scale. Of course that's a problem in Skyrim which has absolutely no scale. To me, scale is an essential part of immersion. When the scale is wrong, my sense of immersion is broken. I don't care for the poor pantomimes of reality like e.g. day-night cycle or worker anti AI like in Skyrim. 

 

That's one thing TW2 did well and Skyrim did quite poorly. 

 

What would you suggest for accurately approximating (ha ha, I know) scale in an open-world game?

 

Further, what do you mean by worker ant AI? Very curious about that statement.



#32
The Hierophant

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I like it's potential to change the mood of combat and exploration. Currently, GTAV's sunsets, and rises are my favorite visuals.

 

tumblr_n1tyzfwXvZ1qbphbeo5_500.jpg



#33
B.A. Broska

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It honestly depends on the game and the amount of effort the developer is willing to put in to make it work but a day/night cycle (and by extension a calendar) can add quite a lot to a game, from making the world feel more dynamic and alive to allowing for new events, opportunities or even dangers for the player to discover based on the time of day or date, there are so many potential applications and benefits of a day night cycle I do have to wonder what brought about the question? Does the day night cycle really urk you so or are we just trying to find a reason to justify Bioware's laziness?


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#34
Kaiser Arian XVII

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DA:I has already taken 46 hours of my life. And it's something between DA:O and Skyrim, so it's enjoyable. Not as good as ME2 though.

It would be painful to play if it had Dat-to-Night cycle tho!


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#35
mybudgee

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 Not as good as ME2 though. It would be painful to play if it had Dat-to-Night cycle tho!

99% certain someone has a mod for this



#36
Kynare

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Really? You have no idea why people enjoy seeing the sun and the moon and the stars?

 

That feature made Morrowind for me. And other Bethesda games.


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#37
Solbranthius

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It adds an extra layer of depth and immersion to a game, especially if it's done well. It also mixes things up a bit and allows for different types of enemies to show up at night compared to during the day.



#38
spirosz

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I like the idea of it, it gives the illusion that time is moving on, regardless of the players action and I enjoy that.  Even if it means nothing, I like having that "illusion" of progression to a sense, if you get what I mean.   Plus, nighttime during game sections is usually beautiful to look at.  Skyrim for example, even Dying Light had some really gorgeous scenes. 

 

This progression towards night -

 

DtMlC9F.jpg



#39
Kaiser Arian XVII

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I actually like Evenings in video games the most.



#40
In Exile

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What would you suggest for accurately approximating (ha ha, I know) scale in an open-world game?

 

Further, what do you mean by worker ant AI? Very curious about that statement.

 

I don't think an open world game should ever try to have a single zone that represents a country. DA:I has some faults with the variety of environments (e.g. no cities) but disconnected zones is the way to go. 

 

As to worker ant AI, what I mean is that real humans don't go from task to task as if they're on auto-pilot. That's what ants do in an ant farm. Humans interact. We spend the vast majority of our time interacting. We sometimes do work - and that work has to be done on a solitary basis - but that's somewhat particular to modern society. 



#41
Guest_EntropicAngel_*

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I don't think an open world game should ever try to have a single zone that represents a country. DA:I has some faults with the variety of environments (e.g. no cities) but disconnected zones is the way to go. 
 
As to worker ant AI, what I mean is that real humans don't go from task to task as if they're on auto-pilot. That's what ants do in an ant farm. Humans interact. We spend the vast majority of our time interacting. We sometimes do work - and that work has to be done on a solitary basis - but that's somewhat particular to modern society.


Understood. it does give a great amount of leeway for there to be in-between areas. However, even discounting that, even making a small area in-universe to scale is something that's almost never done. it's a question, I suppose, of how much difference it makes to the player.

Hmm. Interesting. That's food for thought--I hadn't really considered that. Thank you most sincerely--that will be of benefit to me.

#42
Guest_TrillClinton_*

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I don't think an open world game should ever try to have a single zone that represents a country. DA:I has some faults with the variety of environments (e.g. no cities) but disconnected zones is the way to go. 

 

As to worker ant AI, what I mean is that real humans don't go from task to task as if they're on auto-pilot. That's what ants do in an ant farm. Humans interact. We spend the vast majority of our time interacting. We sometimes do work - and that work has to be done on a solitary basis - but that's somewhat particular to modern society. 

 

Having worker ant AI is probably more of a development limitation. 



#43
Nattfare

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"What a horrible night to have a curse."


That game got so much hate... must have been strange since I loved it as a kid.