Opinions on Day/Night Cycles in Games

Maidlyn

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I just wanted to ask the community their opinions on Day/Night cycles in games. What do you think about Day/Night cycles? What game genre/style do you think Day/Night cycles fit into best?
 

Rinobi

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I think they belong in games that actually make use of such systems as a part of the game-play mechanics.
 

Rinobi

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To name a few...

  • Survival games that have mechanics for hunger thirst. This is more time/calendar related.
  • RPG games with nocturnal enemies. It's a good enough excuse...
  • Stealth games where light levels influences the ability to remain unseen.
  • Management games where you're building a community overtime. Again, more of a calendar thing.

As long as it influences game-play in some way I think it has a place.
 

Maidlyn

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@Rinobi Yes, I agree with all the examples you stated. I also think that this feature works very well for enemies that transform, because maybe they only transform at night.
 

Celianna

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Resource management games benefit the most from D&N, things such as farming games where you have to wait until crops grow. Survival games where resources will replenish over time. Any game with a deadline (i.e. complete your task within a week).


In RPG games, it's not so much needed unless it's important to the plot (at night the NPCs turn into werewolves for example), have NPCs behave or say something different during the night, or you have a deadline like I mentioned above.


Personally, I like a D&N cycle.
 

Euphony

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Agreed with Rinobi, if you include a day-night system in your game, make sure it actually affects the gameplay somehow.


For a Harvest Moon or Animal Crossing type game, I would expect a day-night cycle to be one of its defining features, since those are meant to simulate daily life and they include special events based on a calendar or the passage of time.


For a typical RPG a la Final Fantasy or Chrono Trigger, I would be surprised to see a day-night cycle included. I'd expect it to play an important role in combat and/or quests, like a quest having to be completed before nightfall, or an enemy that only appears at night. I think it would work best in a game with a lot of on-foot traveling (i.e. no world map or quick travel) in which being caught in the wilderness at night brings a threat of stronger enemies, encouraging the player to move between towns and safe havens tactfully.
 

Heretic86

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I love games that use Day / Night Cycle Transitions, like this one!










Speaking of which, I an very close to having finished a script for Dynamic Lighting for XP.  I feel the script is worthy of Release Candidate status at the moment, so yes, if I have been working on a script for it, youre not the only one who has interest in Day / Night cycles...
 

Skurge

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All the games I've experienced, I would have to say yet again- Arcanum: of steamworks and magic obscura.


This game not only takes 30+ real time hours on foot to traverse the world but day and night has an actual impact on stats, such as stealth, backstab and other skills.


You also have perception that is effected by darkness which can hinder your chances of hitting enemies and thus them hitting you in return, other than that certain places are open and certain characters are active during night or day, you can even start your character with a night or day mage trait which allows your character to have better chances at certain hours. There are lots of quests that also required to be done during certain times- for example there is a puzzle quest where you have to complete in an order to get a spirit to talk to you, it only emerges from the well if you do it properly. There are cases where there is a quest where you have to kill a group of saboteurs that are teleporting inside a warehouse to destroy the steam engines- you have to either wait around at a certain hour for them to arrive or wait real time which I think a real life day takes 12 hours to cycle in game? I can't be too sure because you are often at times forced to use wait timer commands or world travel. At any rate day and night cycle in Arcanum is the best example I can think of.
 

Heretic86

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@Euphony You're right, here's proof:





------


Day / Night systems and Dynamic Lighting Effects in general


One of the things about Dynamic Lighting systems is that there needs to be a logical reason for lights to be visible.  Thusly, Dynamic Lighting and Day / Night systems go hand in hand with each other.  Telling a player that it is currently night in some form or another is a legitimate reason to show Dynamic Lighting effects, which when used properly can make semi ordinary games look absolutely incredible!


This is a pic that I already put in the Screenshots Thread, and it just goes to show that even with very ordinary tilesets, relatively simple maps can look amazing!








(Animated, give it a moment to load)


Im actually pretty close to releasing that script for RMXP if anyone is interested in trying out its current form:


http://downloads.chaos-project.com/heretic86/LightCollectionBeta.zip


But this isnt about just pimping out my own scripts and what not.  As I said, Lighting Effects can take a bland looking game and make them look much better.  The real trouble with many Day / Night Cycles is that it has the potential to frustrate players when poorly implemented, as seen in the AVGN video in my above post.


Logical things happen when there are Day / Night cycles.  People go to bed, shops close, townsfolk dont really wander around at midnight, and dialogue can change.  Monsters can become stronger and certain areas may be inaccessible to the player.  That can lead to the aforementioned frustration.  For example, making a player wait an hour before being able to go and purchase weapon upgrades can be irritating to the point where the game is no longer fun.


When properly implemented, it can add a tremendous sense of realism to a game and increase how much players enjoy the game.  Thus, it really is not about simply having a Day / Night system, but how it is implemented.  For example, if events are Timed, then players need to be provided with a means of waiting so that the artificially imposed Time Restrictions do not interfere with gameplay.  For example, sleeping at an Inn for 8 Hours is a good way to advance time logically without breaking the Suspension of Disbelief that is necessary to enjoy a game, and thus avoids the frustrations caused by Day / Night systems.


Day / Night systems also should not overwhelm game creators to the point where every light source needs an hour to properly edit and set up.  Creators need to be able to implement lighting effects as quick as can be achieved.  That is typically my goal when writing any script, high degree of functionality and minimal effort for users of my scripts to set up.


The decision to implement such Day / Night systems is a choice that needs to be made with much consideration of how much effort it will take a creator to implement into their game so that Suspension of Disbelief is not damaged.  It isnt just a matter of changing the Lighting Effects, then leaving everything else exactly the same as that is exactly what destroys that precious Suspension of Disbelief, and that is where much of the work in implementing such a system will come from.  Different dialogue from NPCs is easy, but giving an NPC a means of going inside when it is dark creates a ton of Eventing work and why due consideration needs to be taken into account.  An easy work around would be to have most NPCs indoors already so Eventing them going inside when Day turns to Night can be avoided.


Does this NPC really just stand here day and night and NEVER sleep?  Do NPCs ever sleep, period?  Shouldnt things be like this during the day and like that during the night?  Do your Stats change?  Those are questions that players will ask of the people that create the games.  When Day / Night systems are implemented and transitions occur, all people have certain Expectations of Normalcy.  People sleep at night, shops close, Inns may stay open, etc.  Damaging that Suspension of Disbelief by violating Expectations of Normalcy are the troubles you will experience when trying to implement a Day / Night system.  Although Scripts and Events may not be "broken", when that Expectation of Normalcy is not met, that is when players will begin to ask questions.  Creators need to be able to ask these questions and answer them in a logical way well before the players do, and why implementing Day / Night systems is NOT just about changing lights around.


There are many easy solutions to this.  For example, some games might be entirely at night.  You could also pause time when in a town, locking doors, and giving NPCs another Event Page so they are not active at night.  That would meet a players Expectation of Normalcy.  They can also understand why time might be paused in towns, but not in field maps.  This would also require the availability of an Inn so that players can advance time and not become frustrated by having to wait an hour outside of town before advancing the story or interfering with gameplay.


Summary: Dynamic Lighting and Day / Night systems can add a high level of immersion to your game and improve its overall quality, but will also create a lot of additional work for creators that needs to all be taken into serious consideration.  
 
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BigToastie

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I currently use a day night system in a fantasy style RPG, I do have various planned quests that can only be done at night, shopping can only be done at the day, but resting at inns can allow you to heal up and skip a period of time.


I am also looking to potentially incorporate a "wait" functionality where you can skip x amount of hours so the player isn't getting annoyed at certain day or night only events. (still pending whether I want to do this or not)


I currently don't have a dynamic lighting system with my day night system, this is because I will be doing more work on this AFTER I have done the mapping / story to a point where I can cut it off as a 'chapter' of the game so to speak. So then I can light and event, fill it with quests etc (along with lighting) + I need to find a good lighting system for MV at present :)
 

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