Shadsie
Sage of Tales
I'd rather not have a time-limit on something like that, either, just the *illusion* of urgency. One a dungeon crawl is made into a timed-mission, it would suck. I *hate* the timed-mini missions in Zelda games (to the point that during one playthrough of Wind Waker, I just LET THE TREES DIE AND THE KOROKS BE SAD)! I felt guilty for making Koroks sad, too, but that damned time limit! Gargh!
I was thinking it would play out something more along the lines of the wagon-escort mission in Twilight Princess. As long as you don't let the wagon catch fire / are able to put out the fires on the thing, that portion of the game can go on forever. (Nearly did for me a few times... in trying to figure out how to keep the bulbins off the wagon AND kill the stupid bomb-dropping birds).
In a speeding-vehicle dungeon, I imagine the *music* would be very urgent, making players (especially first-time players) *think* they are running out of time, but it can go on for as long as it needs to. The "getting Game Over is non-standard and shows a derailment" would just be from getting a Game Over, not from running out of time.
I also remember a thread in which we were talking about the idea of a moving, LIVING dungeon once.
Life + Archetecture!
(And no, I do not know how to spell that word and don't want to look it up. Live with it). Anyway, I remember us once discussing the idea of a dungeon that was really a temple/turtle combination that would move and roar (kind of like a Colossus if you've ever played Shadow of the Colossus). This is why I liked the idea so much... I'm obsessed with that game. However, being Zelda-dungeon, it would be different, as in Link actually goes *inside* the dungeon like a standard dungeon, he doesn't just climb around on the outer bulwarks. The thing would shake and move while he's inside it - when the living temple awakens and when it starts to move, stomping through the forest. He has to solve puzzles and fight enemies while sometimes he (and the enemies) get shaken around. Hmm... Maybe there are even rooms containing enemies that are easier to defeat if they've been shaken to the ground or switches that need to be jostled around, and in those rooms, there are points where Link can stab bits of the underlying monster's flesh to prod it to shake. After that, the Boss? IS THE DUNGEON! You come face-to-face with the conscious part of the living-dungeon and its weak spots. You have to keep it from stumbling over to some village and flattening it by settling in for another thousand-year nap. The living-temple must be killed or otherwise subdued while it is still in the wilds.
Again, no time-limit, just the illusion of urgency.
I was thinking it would play out something more along the lines of the wagon-escort mission in Twilight Princess. As long as you don't let the wagon catch fire / are able to put out the fires on the thing, that portion of the game can go on forever. (Nearly did for me a few times... in trying to figure out how to keep the bulbins off the wagon AND kill the stupid bomb-dropping birds).
In a speeding-vehicle dungeon, I imagine the *music* would be very urgent, making players (especially first-time players) *think* they are running out of time, but it can go on for as long as it needs to. The "getting Game Over is non-standard and shows a derailment" would just be from getting a Game Over, not from running out of time.
I also remember a thread in which we were talking about the idea of a moving, LIVING dungeon once.
Life + Archetecture!
(And no, I do not know how to spell that word and don't want to look it up. Live with it). Anyway, I remember us once discussing the idea of a dungeon that was really a temple/turtle combination that would move and roar (kind of like a Colossus if you've ever played Shadow of the Colossus). This is why I liked the idea so much... I'm obsessed with that game. However, being Zelda-dungeon, it would be different, as in Link actually goes *inside* the dungeon like a standard dungeon, he doesn't just climb around on the outer bulwarks. The thing would shake and move while he's inside it - when the living temple awakens and when it starts to move, stomping through the forest. He has to solve puzzles and fight enemies while sometimes he (and the enemies) get shaken around. Hmm... Maybe there are even rooms containing enemies that are easier to defeat if they've been shaken to the ground or switches that need to be jostled around, and in those rooms, there are points where Link can stab bits of the underlying monster's flesh to prod it to shake. After that, the Boss? IS THE DUNGEON! You come face-to-face with the conscious part of the living-dungeon and its weak spots. You have to keep it from stumbling over to some village and flattening it by settling in for another thousand-year nap. The living-temple must be killed or otherwise subdued while it is still in the wilds.
Again, no time-limit, just the illusion of urgency.