Is the entire game going to be on a timer? Saw the "Save Your Family - 22 Days Left" on one of the above trailers. Kinda hate that gimmick to be honest.
In The Blood of Dawnwalker, the timer isn't a strict real-time countdown but a resource: the main quest has a 30-day/night cycle where actions like quests consume segments of a daily time bar, with exploration not advancing time, creating a strategic resource management system rather than a relentless clock. Players manage this "time currency," with specific actions (like certain quests or tasks) depleting it, requiring careful choices as time is limited but not constantly ticking unless you choose to advance it.
How the Timer Works
30-Day Cycle: The overarching story takes place over 30 in-game days and nights.
Time as a Resource: Instead of a constant flow, time is a segmented bar; completing quests or taking specific actions consumes parts of this bar, moving you closer to night or the next day.
Exploration is Safe: Wandering and exploring areas doesn't use up your time, allowing for free exploration without pressure.
Action-Based Progression: The game clearly indicates when an action will consume time, giving players control over when the clock advances.
Why This System?
Player Choice: The developers designed it this way so players aren't forced into a constantly shifting state (like turning human/vampire) against their will, giving them more input on the pace.
In essence, you have a limited daily allowance of "time currency" to spend on activities, making each choice meaningful within the 30-day framework to save your family.
its just about replayability i believe. You can't do all in one go and have to pick and choose what you want to do, then maybe pick other options another playthrough. If you can do everything then the timer doesn't make sense to begin with.
Potential pitfalls:
1:Uninteresting side quests and actions that serves only to raise stats for the main quest. Makes for a boring ass game. I don't think this is what this game will be
2: Interesting side stuff. You can't do it all so towards the end you just have to stop doing side quests and progress the story if you want to beat the timer, more likely. But who got time to replay big ass rpg's anymore? If i do then so much time has passed that i don't remember what i did the first time anyway
3: A living world. Meaning that many, or at least some side quests are day specific, so if you don't do them on specific days they fail (depending on the scenario) which may create new side quests from the consequences. More interesting as you kinda witness SOMETHING even though you didn't do the quest.
At the end of the day i wish companies would just respect their gamers and just let people play like they want. 100%ing games has become quite normal in this day and age and when a game breaks this and let you just do 60-70% in one playthrough then that is kinda freaking annoying. They make whatever they want of course, but a stressy timer will always scare a bunch of players off so i don't get why they do it.
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