Actions with consequences based on time, like those in Morrowind where you had to get someone somewhere by a certain amount of time, perhaps. That did pose a difficulty that didn't make it feel linear, but somewhat challenging.
The kidnapped child scenario is a brilliant example. Fail to get to the person in time, and the child is moved to a more secure location with more threats to take into consideration. The longer you wait, the harder the challenge. Writing wise, that makes sense and could be interesting.
As long as their are no real "timed" issues, like having to escape or do something with a countdown in the corner, that never is enjoyable, to me.
Writing wise, I did like the errant "change in plans" in a story, like the rescuing of Ashley Graham in Resident Evil 4. I absolutely HATED and LOVED that scenario where Leon runs into the room, and the cinematic has the Castellan Salazar tell you that "Ahh..you've just missed her, the ceremony is over!"
Leon: "WHAT??!!"
Me Playing: "WHAT??!!"
That curveball leading to a more arduous fight and rescue later on was gold.
Imagine if they had the main quest in Oblivion follow my format. Durring your first playthrough, you've bought a house and kinda like a lot of the npc's in Kavatch, and then suddenly the town is fried. The shock that could give the player is something that could really add to the TES experience. With radient story, Martin could even be moved to any of the towns in Cyrodill. With radient story, the kidnapped child could be sold to different estates, so even rescuting the child could be different from playthrough to playthrough. The options are endless, and that's what changes a game into a living breathing world. Different paths that the world follows based on semingly nothing, but really its taking into account where you've been and what you've done, a world like that poses to give near infinate replayability.
When I saw the thread title, I too thought of a timer (hidden or visibly counting down) starting as you entered the cavern and you must get to the goal before it finishes... to that, I also say NO, as many here have. But reading further posts by the OP, I would be greatly in favor of quests not being "timed" but having them "evolve with time." So, you can never "fail" any quest that is a series of quests like the main quest, but the conditions of the places and people you go may change over time. This is a fantastic idea, and though I doubt Bethesda is really doing this, honestly "Radiant Story" sounds like it may actually be capable of some level of this. And as for a smaller quest being failable, say you don't deliver the merchant's goods in the 3 day timeframe... then why did you agree to start the quest that said you have 3 days to complete if you don't like that?
Making things time-sensitive, is different from them being "timed", and for a quest like the 3 day merchant delivery that actually is timed, a 3 day timer is a very long timer. If you can't complete a quest in 3 days, why did you accept it in the first place? Making things time senstivie would help people play a character in a believeable world, not one where they just collect 3 dozen quests like they're playing an MMO, 3 of which they never finish and 12 of which they finish 3 months after they picked them up. I don't think it would make it more stressful to add time-sensitivity to quests... in fact, it would make it LESS stressful, and really let you focus in on the storytelling of the place where you are, instead of hoping around from place to place and story to story with fast travel and ticking off pages of your log...
Heh, I probably should have called it Evolving Quests instead of timed..eh, to late I guess. At least a title that many people may not like atractes more people.
Anyway, yes, after the three days you don't deliver the goods...you may not fail, but the merchant could send other people after you to take over your job or to make sure it gets done. Small stuff like that which makes the world feel more alive. Because a world reacts to inaction just as much as actions, so if we want Skyrim to feel alive, it should react to both action and inaction.
Even small things could trigger much larger events. Don't deliver the goods in three days? The merchant may send two npc's after you. If you kill the npc's after you, but then deliver the goods as promissed. You get a little less than the gold you were promissed because you were late, but you still get payed. Think its over? Well, the relatives of the people you killed are now after you to find out what happened to their family. If they find you, they'll ask you straight up what happned. Based on your speachcraft you could convince them they never contacted you, but if it isn't the relative may find that you are the killer.
They could attack you, or higher more people to kill you. Did you convince them that you weren't the killer? Maybe you could fraim someone you don't like for the crime.
Seriously, evolving quests could add soooo much to the game world. Will it happen? Eh, probably not...but half the stuff we sugest here isn't going to make the final cut anyway. Heck, even a lot of the ideas the staff comes up with isn't going to get into the final games...so I'm just throwing an interesting idea out there.
Personaly I would actualy like some failure to be possible. It's through failure that people learn the most, if you always win you learn nothing. I don't want my character to always succeed, I would like to at times not be able to rescue people in time, to get KO'ed and wake up to find a village destroyed ect. Having said this, failure should only come from gross neglegence and such. Shouldn't be 'time's up you die' kind of thing.
Also, failing shouldn't mean game over, and should make new events open up in the future that wouldn't happen otherwise.
That's the kinda stuff I'm talken about! Failure doesn't have to mean game over, it can open up new paths that you wouldn't have to go down orriginally. If failing just means game over...that'd be boring. But if failure means more options, that adds a ton to an open ended game in my mind.
The idea of evolving quests over time is an awesome one too.
I think so too.
Radient story sounds like it could handle stuff like that, and I really hope its' considered. If I was working on building quests, I would definitly try working this in. It could make the world feel less staged an open it up a lot more than it is.