Timer in The Blood of Dawnwalker is cursed for the case, but he can't be cut off.
The Blood of Dawnwalker's most controversial mechanics are timers, which are quite controversial (the game is less similar to Assassin's Creed), but the main controversy is around 30 days.
Time in games is a controversial topic from time immemorial. I remember when we were living in Dead Rising we used to argue about it. But you like timers or demons (more often than not) important thing is this. What task does the timer actually do?
You can't help everyone. Every task is time consuming, and you have to choose who to help from a moral standpoint, from a profit perspective, from anything. And the game is right there with you: today you didn't help a person because there wasn't enough time, tomorrow they killed him because of it. You run into this regularly. One in ten times more often than in a game without a timer, you know?
That's reasonable. RPG with decisions paves the way for you to easily shut down everything, like in Wizardry, where you couldn't just look for Ciri, but you could play the game of thrones.
But there are problems with the timer, too. It's huge. First, it's also spent on jumping, and on all the bullshit in the open world. Second, it's sometimes counted very oddly on assignments: there are days when one obviously important quiz eats up almost all day, and you don't get anything else.
And you never know if you've made the right bet, not in the sense of moral dilemmas, but in the sense that you can give up an interesting task and instead go through a whole bunch of nowhere-leading quests.
The idea is bright, it works, and to build a game on it from scratch is probably brave.
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