Challenge vs Frustration: Bloggin' on Time Limits in Chris Avellone's Blog A blog by Chris Avellone in General Posted September 27, 2012 When you run out of time on a project at work or school the world doesn't end, the circumstances change. I would love to see more games play with variables that are affected by time running out rather than just ending the "story" of that section. For instance: In Fallout 1 if you didn't get the chip back in time, vault inhabitants start revolting and become pseudo raiders. A subsequent time limit runs out and they start becoming tribal. Exatly this, I lean more towards this type of time limit then say the original Fallout 1 time limit regarding finding the water chip and saving the various towns from being overrun by Mutants. However, I would much much rather a time limit then none at all, a la Fallout 3 - no time limit to find Daddy comes off as rather lame, there are no reminders to get the job done like in Fallout 2 with the dream sequences (made me feel guilty for f$ing around), there's nothing, which comes across as very inconsequential. Regarding the sort of time limits referred to in the blog surrounding item use like with System Shock 2, imo that doesn't particularly sound elegant to me (although I have never played this game) and I do not think that it would compell me in quite the same way. In my more recent play through of Fallout 1, I remember making multiple saves to figure out how long you had before mutants started raiding places such as the hub, so that I could 'save' them etc. Whilst sometimes this is annoying, for me, it creates the sense of urgency I feel is severly missed when playing Fallout 3. I remember even Baldur's Gate had Jaheira reminding you to go to Nashkel and if you d&$#ed around for too long exploring or w/ever Jaheira and Khalid would leave your party, that example pretty much sums up how I like time limits to apply.