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The dialogue where companions tell you, "We don't have much time. We must hurry."
That's all fake hype. It's not real.
You can kick back, relax, and enjoy the ride at your own pace.
In my eyes that would just be another way through the story. Additionally the tadbole skilltree is an additional way of character progression, as they said just using d&d levels felt slow for most testers, so they changed that up.
So there still will most likely be a disconnect between story and mechanical systems, though there most likely will be some overlap and interconnectivity.
I dunno ... I'm not per se afraid of a timer - I'm only wary because so far I have never experienced a game that does a good job of providing one that doesn't make you feel bad (FFXIII-3 is just the worst and even Majora's Mask I could never really enjoy because of it).
Even if there was a timer connected to resting (although I agree with you that the passive tadpole/conversation-systems seem to be much more likely to influence the story), I might actually like a timer mechanic when Larian carefully does it?! Who knows ;-)
The dreams become both more erratic, strange and disturbing the more you use it. Eventually you 'become' a True Soul yourself and can reign supreme over the Cult of the Absolute without having to do a check.
How that will affect you in the release version is still unknown.
I'm actually really curious how the game handles this on top of the Dark Urge story. I mean what the actual hell is going to happen when a psychotic mass murderering character missuses the tadpole's powers and becomes a mindflayer?!
This game is truely something else.
So I guess Im playing it wrong by NOT using the illithid dialogue options?
Thats good to hear, thank you. I dont want to use these powers even if it means my character will be somehow weaker. Im just a bit afraid that after 100 hours of playing I will find out - oops, I should have done that :)
If it was not for that thing, i would've played it to completion.
Now, the thing is, i never came close to running out of time. But the fact that there was a timer stressed me out and i hate it.
IMO; rushing players to play your game is one of the worst game design decisions any game dev can make. It is dumb, arbitrary and unnecessary.
You can instill urgency through immersion into the story. You don't need an actual time limit.
but hey that's the beauty of this kind of game. lot's of choices on how you approach things.
Then do differently on another playthrough and see if it changes. This game is all about choice and consequence. You win some, you lose some, through action or inaction, through success or failure.
I myself fully expect-In fact, I demand- to pay the piper by the end due to using the tadpoles too much and then going "This probably wouldn't have happened if I didn't use them." :P
as for time limit as game design, i think it works on certain scenario. because the idea of a time limit is to guide players to engage the game in ways that maybe they wont do otherwise. taking more risk for potential more reward. and overall giving more tension.
But yea, the drawback from that is that the player won't be able to truly enjoy the game scope and details. and so imo that sort of thing should only be used rarely and in short burst at best.