» Sun May 01, 2011 12:41 pm
Schedules were a good idea, but with the accellerated timescale reducing a day down to just enough time to hit a couple of shops before closing, it turned into more of an annoyance than an immersion enhancement to me.
One of the first mods I added to OB was one to change the timescale from 30:1 down to 8:1. That gave me about 2-4 hours of actual playing time to a "day" (depending on time spent in menus, taking breaks, or in conversation mode), which came out to just about a full "day" per playing session. With a necessities mod, that meant that the character typically "went to bed" right before I turned in for the night, and started his new day's activities when I fired up the PC the following evening. That was enough time to head out, clear a ruin and scavenge everything worth carrying, and still have time to hurry back to town to sell it all off before the stores closed, rather than making a 4 day outing to go just down the hill in plain view of the city walls.
I do pretty much the same in MW, for pretty much the same reasons, and also made the same change after a few days of trying out FO3. A timescale of 8:1 feels like a "day", not like the sun is racing across the sky every half hour or so. Granted, for those who prefer to play in half-hour sessions, the 30:1 rate probably makes some sort of sense, but how many players call it quits after just 30-45 minutes of play?
What the IC market district in OB needed most were a few outdoor market stands, and a couple of NPC "shoppers" milling around those stands commenting on the goods and services. I always got the impression that the handful of NPCs in the market district were just "passing through", even though they occasionally dropped random comments about the stores and merchants. The rest of the IC (and most of the other locations in OB EXCEPT the fine wineries and fields around Skingrad) again had that "passing through" feeling, since nobody was actually tending their gardens, working on the house, farming, mining, smithing, or doing anything except milling about aimlessly and exchanging monologues until their "schedule" sent them off on the next leg of their circuit around the city.
The total lack of schedules and meaningful NPC movement in MW can be excused to some degree due to the age of the game, but was again one of the awkward points. The stores were all open 24/7, as were all the Guilds and other buildings (except Holomayan and another particular location during the MQ), and the same NPCs stood there the entire game without so much as a nap or a bathroom break. Perhaps the most immersion breaking part of the whole thing was that the slaves in the mines and on the plantations just stood around on permanent break, just like everyone else. Unlike modern highway crews, though, you'd think they'd at least have a pick or shovel to lean on in the mean time.....