What's the worst thing that can be done to a linear story? Putting it in an open world.
My hope for Skyrim, is for a slightly less open world and much more open writing style. I know games like TES are all about doing what you want when you want to...but I don't think the world should wait for us all the time. Sure, for simple fetch quests like finding 20 bear pelts, there shouldn't be any rush. But for things like Sanguines quest, where you have to liven up the party, its suppose to be tomorrow but in reality the game waits and they keep partying untill you get around to it.
Either that's one hell of a party that's still going on 2 ingame months later, or something needs to change.
The best way to fix this, in my mind, would be to rework the writing for a more open format and at the same time tweak the game-world so it isn't so open. A better way to handle the party quest would be to say that every Thursday they hold it at 8pm, and you have to liven up the party on one of the days they meet. And then the game world would change so that they infact only meet on the days and times given to the player. With this the world then becomes more believable, and at the same time its still open.
Other things that would benefit from timed quests would be when we're told to meet someone at a specific time. They say to meet them tomorrow at 2pm, but really the npcs visit the designated spot night after night untill you show up to continue that quest. Missing the time doesn't have to mean you fail the quest either. Say you miss the meeting. Instead of just getting locked out of the quest, maybe you could find the npc again and ask to meet another time. If they hate you, maybe they'll say no untill you improve your standing with them. If they're neutral, they could act upset but set up another date. If they like you, they could act like they understand you had things to do and propose another time to meet. Failing to meet the time doesn't need to mean you fail.
Another thing that would gain from timed quest would be parts of the story where threats are pressent. Remember the Oblivion gates outside the cities? Supossidly everyone was freeking out and scared to death from the doom that could be attacking at any second...except that doom never came no matter how long you waited. The enemies of the world would wait for you. That...makes the world look really staged.
If the writing says theirs an imminant threat that demands action...shouldn't it really demand action? There's no real threat, even if the story says there is...if the threat waits for the hero to get around to saving the day. Say a kid was kidnapped, and you take the quest from the parrent. If you wait say 2 ingame weeks till you go to investigate the cave, the kid may all ready be sold off into slavery. The quest could then get harder because you didn't act right away, and now you have to buy the child his freedom, or rescue the kid of a rich mans estate which is crawling with guards.
Basically, does anyone want to see a slightly less open world so the story can make sense, and see a much less linear story so the open world can really be open?
Way too basic thinking, too restrictive, too in the box, uninteresting ideas, kinds of that limit a game instead of enlightening and add to the grandeur of it.
try thinking out of the box give more freedom instead of less.
This reharsemant of Oblivion false impendent doom is pathetic, right, but there s way to enslave the player to do something (or not) other than ticking an internal counter.
Whenyou think in timing you should think in mossions like Daggerfall when you had to deliver something or take something in a period of time or you would fail. No cheezy crying like i want to do it. Deal with failure.
It would even be interesting that if you fail to complete a quest (where something valuable isn t delivered)you start to be hunted by law or an interesting in specific group or groups.
As for the game since we are sure we re not the only one Dragon Sinatra out there, it would be fun if someone else save the world after some chain of events (aleatorial, choosen in a pool,or not) occur and you end up like a poor second rate smock that didn t fullfiled it, but life goes on and you keep with your adventurer life.
If one day as a player you feel like it you woul have to rerun to fill the main quest.
This would be true freedom, this would add replayability, this would be truly interesting and never done before(AFAIK, i can be wrong).
I ve already suggested such, but i m sure it fell in empty ears.
Game designers since the push for eyecandy are each time poorer in interesting ideas. In the past as GFX was poor they had to think to keep people in, now they just have to shake bright raimbowlike colors, vaporware and thats most of it.
I m hope i m wrong but i m pretty sure we will have a false invasion alrm, because mothing much relevent happens unitl you complete the main quest, and thats it. So far its what its shaken at us.