REAL TIME NARRATION IN VIDEO GAMES

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So, ever since the show "24" ended, I have always thought it would be a cool concept to have a video game in complete Real Time (not a RTS game).

So awhile later, I thought of this game concept called "One Day" where the main character has only 24 hours to find clues to someone trying to bomb a major city.

But, not to talk about my game, it would be cool if more action-adventure games followed a Real-Time style of Narration.

Has anyone tried to do this in a RM game ?
It's a hard thing to do unless the Real Time is short because finding content for a 24 hour game (in the case of your idea) can be hard enough with a complete quality* RPG of Final Fantasy standards, let alone an amateur game.

Maybe if the idea was contained to one hour of play instead, then it'd be a viable thought. Hell, it might make a nice contest idea, actually.



*You know, without slow text/walk speeds, giant dungeons that you have to back track through and get lost in and crazy 'all over the place' story.
Try not to artificially stretch the story out just to match some predetermined length requirement. I enjoyed 24, but I hated the way they had to draw things out so artificially sometimes.

I'm currently reading a book which is doing the same thing. It seemed like the story was winding down, coming to a natural conclusion (though I could obviously tell I wasn't far enough along in the book for it to really end) and the author threw in a somewhat ridiculous twist. Now the narrative is picking up speed again, and has blown by another natural ending point, although we have at least four new main characters introduced.

I like twists, but not when all they do is pave the way for a couple thousand more pages between me and the back jacket, especially since the core mystery/the part of the story I was most interested in has already been resolved/glossed over.
No, I haven't, but that sounds like an interesting idea for a contest.

The 1 hour quest, in REAL-TIME!

Heck, I'd sign up for that.
I've always had a "real-time" game idea on the backburner. The original idea was a detective game that would span a week and in that week certain "global" events would happen that sort of would change the whole dynamic of the story. (In this case it was a sci-fi detective story and on day four or so there would be a planetary invasion)

The idea would be that you could "solve" the game fairly early on but the game would still last the whole week. With interactions changing and all that stuff. Or alternatively you could just sit on your ass the whole game-week and not do anything and the game would end at the end of the week.

Some games have limited real-time. Many games come with a day-night cycle for example and I can think of two fairly prevalent games that use a "real" real-time thing with limited time. Harvest Moon. At least in the original you had around four years or so to complete the game and although days were endless (you had to go to sleep during the night or the night wouldn't end) it still had that sense of a limited time to do limited things. And Majora's Mask. I haven't played that one so I don't really know but that one had a kind of limited-time thing going on I believe though it dealt a lot with rewinding time and redoing stuff.
Majora's mask is indeed with a lot of rewinding. You basically have 3 days(I believe a day is around 10/20 minutes or something), and at the end of the third day the moon will crash on the earth. If you play a certain song before the last day, you just rewind time to day one: but if you didn't clear certain checkpoints in certain events/dungeons/whatever, you have to redo those events.

So basically you're doing various events in a limited time.

I think Majora's mask makes best use of Real Time in all the games currently out, so it might be a good idea to start looking there for idea's :)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Games like Harvest Moon and Majora's Mask aren't really "real time". An hour in them isn't an hour in real life - it's either 5 minutes in real life, or as long as you want in real life. And you can manipulate the passage of time, you can pause, you can rewind time (by loading your earlier save even in games not named Majora's Mask).

For a game to be real time, it would need to be based on a web server that the player connects to.

Virtually any world event in an MMORPG is run in real time. Enemy invaders will show up in a player city, and friendly NPCs will show up and help fight them. You can fight alongside them, you can help by giving them materials, you can go out and attack the enemy's stronghold, you can heal people or stop fires or help build defenses. It takes as long as it takes, in real time, and when it's over it's over and it doesn't ever happen again.

Personally I feel like this is kind of a dick move because players will miss stuff. In offline games that sort of try to half-assedly replicate this, like Romancing Saga: Minstrel Song, where every battle you fight and every quest you complete increases the game's time counter and events happen around the world at specific times, the end result is similarly that players will miss stuff. It feels like a dick move to me because I don't like to miss parts of the games I play, I like to play the whole game. I'd probably put up with it in a short game though, like just a few hours long, since I can replay the game.

On the other hand, if all you mean is timed segments, then... tons of games have timed segments. I don't personally like them in RPGs, though, because to me one of the best aspects of RPGs over other games is that I'm never tested on my reflexes or timing, I can always stop and think to come up with a master strategy. Sometimes they can be a welcome way to change things up for one section of a dungeon, but doing an entire game in that style would require a different type of player than me.

Breath of Fire 5: Dragon Quarter is an interesting compromise. There's no literal timer but every attack you do and every step you take increases your dragon curse counter, and going into dragon form increases it super quickly, and if it gets to 100 before the end of the game you get a game over. So the game is timed in a sense, but you're limited via number of actions instead of via literal time, so you get that constantly rising stress and "oh shit I'm running out of time" feeling for the entire game but it also still has that nice strategic, thinking-man's-game feeling that a turn-based RPG gives off.
Once I thought of making that with my game. Entirely I mean. Getting the local time from the PC, and maybe even calculating pass of time (sort-of like the VirtualVillagers games). That was when I tried to make my game on RMXP.

Now, the idea I'm planning to use is to make certain events dependant of the day and time, special events on cities and stuff, not being randomized or anything. Being there to happen at certain times. Maybe giving hints, like TV News or something! And neither of these events having impact on the main storyline. It's still on the planning table (?), but it's one of the uses that I want to give to my still-useless time-passing feature... (IDK if it will deviate too much the player attention from the main stuff thought, but I am sometimes "blaming" new FinalFantasies from being too linear, so I don't know which part of me is more hypocritical xD).

It's not "real" real time narration, because I think the same as LockeZ, that for it to be entirely "real-time" it need to be running 24/7, like MMO servers.
Thiamor
I assure you I'm no where NEAR as STUPID as one might think.
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author=orochii
Once I thought of making that with my game. Entirely I mean. Getting the local time from the PC


Do you mean making it where it's coded to be based on your computer's clock? If so that has a major flaw. People just changing time backwards on the computer.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If the computer has an internet connection, you can get the time from time.windows.com, or other online servers. So, you can get around the system clock issue.

However, A) this is still hackable by anyone who knows how to edit the hosts file and to create a text file with a timestamp in it. And if your game is at all popular, someone will quickly make a patch for it so novices don't even have to hack it themselves. And B) this will make the game unplayable (or even more easily hackable, depending on how you implement it) for people without 24/7 internet connections.

So, ultimately, for it to work, the game needs to be getting something way more complex than just the time from an online server. It needs to be getting the whole game event from an online server.
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