The RPG Scrollbars: Time And Seasons In RPGs

The times change, and we change with the times. Or in the case of RPGs, not. I’ve always felt this a bit of a shame, especially in games like World of Warcraft, where your character is officially hanging around long enough to see the leaves fall off the trees and the snow to cover up the capital cities. That’s why I was quite keen on both Fallout 4 taking the time to redecorate Diamond City a little for at least Halloween and Christmas, and last week, to see a mod take the next step and give the Commonwealth a makeover for all seasons in a way that nobody’s really tried since Lords of Midnight 3 way back in the 90s. Whole minutes of fun with the system clock there!

But then as now, it’s hard not to start wondering how time could be given its due as more than the fire in which bad movies turn out to be even worse than they initially seemed. Maybe it could be our friend too, and in so many interesting ways.

It’s obviously not that developers can’t factor this kind of stuff into their games. Like a lot of ‘wouldn’t it be cool’ features, there are good reasons not to do it. In the case of something like World of Warcraft for instance, covering most of the world in snow for a quarter of the year would render all the zones looking very samey, as well as detract from areas that draw from the various moods and palettes that they offer. No longer would the snowy road up to Ironforge offer its trademark slide from cold ice to hot metal, for instance, or the various forests be half as fun to explore in autumn.

Still, the simple fact that so few games actually do cool things with time means that it doesn’t necessarily take much to stand out. Rockstar’s Bully for instance offered a special Halloween event full of pranks and costumes and a Christmas equivalent shortly afterwards, and the Halloween section is one of the most memorable slices of the whole game. Similarly, while I’d argue that Blizzard really should shake things up a bit more each year, I remember the first time I did their Christmas content – going to get presents from Greatfather Winter, etc – and it was hard not to feel the warm fuzzies about that, even playing on a laptop that could barely run the damn game and looking out a rainy Yorkshire evening instead of a snowy winter wonderland.

Thinking back, it tends to be the gimmicks more than the core game functions that work the best. The problem with anything critical relying on time is that it’s easy for it to be more of a gotcha than an additional slice of realism. A big timer adds pressure that’s usually not welcome, especially in a game that wants you to take time to explore the fun stuff instead of just focus on the finale. I’m a big fan of Inkle Studios’ 80 Days for instance, a game full of wonderful bits of story (many of which aren’t apparent or even available early on), but there’s always the pressure of seeing how many days you’ve wasted on triviality like having fun instead of barrelling across the world faster than you can comb Fogg’s moustache. I do think that the speed of that game and how easy it is to finish largely counter this problem, that you can win the game and then go back and play however you want without feeling the pressure. It can lead to a very disappointing first run though, at a time when one run is all many games get.

And so it often tends to be. Very few people liked Fallout’s two time limits (the water chip, and then the second one that nobody talks about), which is why Fallout 2 opted to just fake it and pretend that things were desperate without actually dropping the boot. Pathologic is intimidating enough without knowing that every day you waste screaming “What the fuck is going on?!“is likely to screw you over before you find out. Quest For Glory II is so much less pleasurable to explore when you know you’re on a timer for every day that passes, and every few days brings another game-ending menace.

I don’t think many people are fans of outright time limits. I know I’m not.

Even so, when I look back on some of my favourite moments, several do involve the passing of time and the ability to do stuff with that. Consortium for instance, the closest to a modern day successor to The Last Express that I’ve found (sequel Kickstarter coming soon, and I’ve got my fingers crossed for it) does some fantastic stuff with it, like a murder mystery that has to be complete by a certain point, but doesn’t simply drop the boot if you fail. It’s like playing through a slightly clunky SF version of 24, where disasters are always happening and piling on each other, and you’re right in the middle just trying to keep up. On a smaller scale, I also like games that force you to choose at least some options under pressure, like the Telltale games, or Alpha Protocol, which did exactly the same thing… only had choices matter.

And I like the sense of a world outside the confines of my screen, even if most games that do that tend to limit themselves to one big moment to knock over-confident players off their stride, and then immediately lose interest. The start of Deus Ex: Human Revolution for instance, where taking too long pissing about the Sarif offices leads to the hostages being killed before you get there. Mass Effect 2, where wasting too much time before rescuing the captured crew leads to them being mulched in front of your face. Star Control 2, where the enemy Ur-Quan turns out to be in the middle of a civil war which resolves during your fight. Spoiler: This is not great news.

Even so, the simple fact that these kinds of moments are so memorable is often a testament to the moments themselves, but also a reminder of how rare they are. The simple fact that an NPC isn’t full of shit when they warn that the world’s about to end is such a strange concept that it actually counts as a plot twist. The fact that the evil overlord is doing something instead of waiting to be beaten can still be revolutionary, and is hard to object to. At least, once or twice in a game, when it doesn’t mean the end of the world. Only Japanese games have traditionally thrown themselves fully into this side of things though, from the ticking clocks in games like Recettear and Way of the Samurai to the way that visual novels force you to make decisions and then live with them, on the grounds that the point is to keep coming back to find other options and outcomes instead of simply ‘winning’ the game, as most Western games focus on.

Despite the dramatic potential of this though, I’ve often actively preferred the moments that go the other way – being nice, adding to the warmth and friendliness of a world instead of making it more dangerous and cranking up the tension. I mentioned Quest for Glory 2 earlier on, and now I’ll mention it again – little things like the poet Omar occasionally visiting the inn at night, or having a singer there in the evening if you return at the appropriate time. Another great one that’s not really an ‘RPG moment’ as such, but I think I’ll mention anyway, is that you can spend hours and hours in Dead Rising 2 – with a real-time clock – not fighting zombies or hunting for your daughter’s desperately needed medicine or uncovering a conspiracy… but just hanging out in the zombie shelter playing strip poker. And why not? The end of the world is nigh.

Relationships in particular heavily benefit from accepting a progression of time in both design and presentation. I know that Dragon Age 2 isn’t exactly a popular game (and before anyone says it, no I did not review it for PC Gamer) but I’ll defend it in one way – I adore how Bioware used its span to develop not just the relationships between your character and the NPCs, but to give them all lives around the edges. Varric looking after Merill. Anders’ slow descent into madness. Aveline… honestly, just Aveline, going from looking like she was going to be one of Bioware’s dullest characters to really coming into her own, especially in partnership with pirate-queen Isabella. Rarely has a single game handled that journey so well, where the lines being spat around remain constant despite the sentiment shifting dramatically.

Aveline: You didn’t come to my solstice dinner party.
Isabela: Look at you! Dinner parties, cooking… do you have a lace apron yet, or should I get one for you?
Aveline: Don’t change the subject. I sent you an invitation, and you didn’t show up.
Isabela: I thought it would be… I mean, I don’t know. I just don’t do family gatherings. Besides, one day you and Donnic will have children, and I’ll be the last person you want around them. Imagine all the awkward questions you’d have to answer. “Mother, what’s a Slattern?”
Aveline: I’ll just point at you and say, “That’s a slattern.”

That and the other examples in the game make for the kind of character relationship that typically can only be done by stories with multiple games to play with. An individual, running story rarely allows for the characters to do much except follow on behind the hero. A few I can think of have done one or two time-shifts to reorder the board, like I-War 2 and Fable 2, but that tends to be for a time-skip between a prologue and the main game rather than something that can play with the pieces while the game is running and we’re in a position to enjoy it and explore the changes at will.

(Semi-related, I remember being very impressed with what might just be an accidental success with the Tales of Monkey Island series. One episode introduces pirate hunter Morgan LeFlay, one of the more successful new characters, as hero Guybrush Threepwood’s biggest fan. The gap between episodes meant that by the time they were bickering like old friends in the next chapter, it felt like they actually knew each other and had the necessary history, despite her being a brand new character to the series who’d had barely a few minutes of screentime until that point.)

There is, in short, so much more that could be done with time, for drama, for emotion, for structure, or as struck me when playing New Vegas, for keeping a game alive. Imagine for instance that you start playing it in January, but there are signs up for a big Caravan tournament due to take place in March. Or in something like Skyrim, that a carnival is coming to Whiterun town in December. That’s real time, just automatically slipped into the game when the time comes and then removed once it’s over – a focused reason to keep coming back to the game for specific moments. Individual plotlines evolving based on player decisions while playing through things, such as the foundation of a new city that you could see coming together month by month. Or if the Skyrim Civil War had actually been a long, extended campaign that felt like being part of a movement, an army, for the duration, instead of just a quest chain. Mods like Holidays of Skyrim baked into the experience, like so many other possibilities.

I know I’d be much keener on Season Passes for that kind of game if they were going to actually feel like a ‘season’ – not just a big dollup of DLC here and there, but a commitment to keeping the world alive for a year after release with small tweaks here and new bits of content there. Better yet, just make that part of the deal when you buy the game. After all, the player who’s still in a game is far more likely to buy stuff.

But, ah, that kind of thing at least is going to have to wait for the next generation of open-world RPGs. Simply playing with time and factoring it in more? That’s a baton that pretty much any RPG could pick up and twirl in interesting ways. Hopefully at least a few will give it a shot, because it really is odd how arguably the most persuasive of all natural laws gets left on the sidelines, even in cases where it can shine.

And at the very, very least… I’d really like to see some more snow in winter.

It’s not like the real world’s been serving it up this year.

57 Comments

  1. Nasarius says:

    I mentioned Quest for Glory 2 earlier on, and now I’ll mention it again – little things like the poet Omar occasionally visiting the inn at night, or having a singer there in the evening if you return at the appropriate time.

    Yes! I really appreciate the value of little touches like this, which help bring the world to life.

    Incidentally, QFG2 also has possibly the worst usage of in-game time in any RPG, where twice you’re forced to waste quite a lot of time in Raseir with nothing to do, just waiting for sunset. Still one of my favorite games.

    I like any RPG with seasons (eg Darklands, Daggerfall), even if it’s a purely visual effect. Gives you a sense of time passing, makes the world seem a bit more real.

  2. Unsheep says:

    Personally I’m OK with time limits if I’m aware there IS one.
    For example I was unaware there was an actual time limit in Mass Effect 2, so I did my usual RPG-thing where I took my time exploring as much as possible before moving on with the main storyline. Not the best idea it turned out. Its certainly one of the reasons I dislike that game. You need to make it very clear to the gamer when there is an actual time limit, otherwise its easy to mistake it for the usual ‘go on with the game’-prompt we often get.

    • Thurgret says:

      There’s no time limit in Mass Effect 2 that I’m aware of. The only thing similar to one is that there are consequences if you dally after going to get a certain IFF transponder (or whatever it was, on a certain derelict, I think. Google helps).

      • Zekiel says:

        Yeah, that’s the time limit that’s being referred to. The game doesn’t make it at all clear that Bad Things will happen if you faff about for too long after the ISS is installed. You can only do two missions afterwards without bad repercussions, and you can’t do Legion’s loyalty mission beforehand so its really quite easy to miss the deadline without knowing about it.

  3. TomxJ says:

    Borderlands 2 does (or did) seasonal events, some of them were changes to the base game, other were mini DLC slices with themed levels. I Also remember ‘Sir, you are being hunted’ adding a mince pie to my inventory on christmas day, loved that!

  4. Morph says:

    Dragon Age 2 was the best of the series and I stick by that.

    • xalcupa says:

      Mostly agree, or at least that it was innovative in HOW you tell a story. Loved the over-time concept and that you were not really saving the world or similar. Combat mechanics and the repetitive use of maps were unfortunately dragging the game down.

      • welverin says:

        That can entirely be blamed on their overly ambitious release schedule and the fact they wanted to keep the game of a similar size.

        They tried to do too much in too short of a time and the game suffered for it.

    • hemmer says:

      Seconded. The actual story was crap in pretty much all of them (Awakening was kind of alright I think?), but I liked the characters in DA2 the most and that for me is a huge chunk of what makes an RPG great. Even the characters I didn’t like were at least interesting.
      The most I can say about DA:I characters is that they’re extremely well realised. Didn’t care much for any of them though.

  5. Captain Deadlock says:

    I loathe and detest “seasonal” content popping up in games uninvited. Suddenly re-skinning things with bloody Xmas or Halloween themed nonsense doesn’t so much break the fourth wall as disintegrate it. I play games to escape the tedious repetitive bullshit in my life, not simulate it. Game devs, f*** off with your Judeo-Christian arsery and keep your child-minded superstitions inside your own home.

    • WhatAShamefulDisplay says:

      M’lady

      *tips*

    • SaintAn says:

      I love seasonal events so I suppose you can just deal with them rather than demanding everything be made to fit what you want.

  6. Luminolza says:

    I enjoyed the passing of time in Dragon Age 2 to a point. It gave a more realistic feel to some of the events and stories of the other characters. Relationships do need time to develop, and it feels better than the usual rushed situation where people fall in love or make life changing decisions in days.

    However, it’s hard to have all of the various stories progress at the same time intervals. Some make sense over 3,5,10 years etc, others don’t suit that pace, but are forced to it. Waiting 3 years to go from a smile to a kiss isn’t fun.

  7. ahac says:

    Isn’t the whole story or Dragon Age 2 10 years or so? During that time trees should grow larger, new buildings should be built and new people should move in, etc. But nothing ever changed in Kirkwall…

    • Richard Cobbett says:

      There’s a lot that should and could have been better, but I still think it’s worth throwing a shout to what was done well.

  8. gabrielonuris says:

    That time limit on the first mission of Deus Ex: HR could have made me hate the game entirely, because I obviously took too long, and the hostages were executed. After that, EVERY other mission I did in that game I made in a hurry, of fear of letting that happen again.

    The one in ME2 was horrible too, I had luck of reading about it before I played the game (I don’t give a crap about spoilers), so I made everything I could before starting that mission. Time limited quests/missions needs to die, unless the game assure the player that it has a limit, like the day counting in Fallout 1.

    Seriously, after DE:HR, every time I hear an NPC say “please hurry etc, etc” I can barely get my shit together, acting like a PTSD soldier while thinking: “oh boy, here we go all DE:HR again”.

    • Nasarius says:

      Implying that there’s a time limit when there’s not is just pure evil.

      Or, well, crappy design.

    • Premium User Badge

      Masked Dave says:

      It’s funny because when that stuff happens (which I think it did for me) I just assumed that was how it was always scripted and didn’t realise it was because of me farting around.

      • gabrielonuris says:

        Yes, exactly! Unless you give the game another playthrough, and get things differently (or in case you just google it just to make sure you didn’t fckd it up).

  9. Richard Cobbett says:

    In before “What about Daggerfall!” I know, I just temporarily blanked on its seasons.

    • Sin Vega says:

      It’s an interesting case, considering that every game after it had a constant time and date, and could conceivably be played for literal in-game years… and yet only Daggerfall actually did anything with any specific dates. An odd backwards step.

    • Premium User Badge

      Waltorious says:

      I loved the seasons in Daggerfall. They felt like they were long enough to be actual seasons, although this may have been because I was young when I played it and my parents rationed my computer gaming time, so it took me a long time to pay through. But that first winter felt like it lasted forever, so when spring came, bringing rain (and new music!) it was a great relief.

      Man, now I want to go play it again.

    • Kala says:

      Hehe, you got me, that’s exactly what I was going to say :-P

      It’s not just the changing of the seasons but how that’s integrated into the game world; that there’s festivals on specific dates, and specific times you can summon daedra…

      Tho thinking about it, passage of time was literally how the main story progressed, given you’d get some kind of message appear when you hit a certain lvl. Made it feel like stuff was happening in the background and involving you, I.e organic.

      /customary Daggerfall squee

      Oh, and absolutely on Skyrim civil war quest chain, so disappointed with that. I really wanted it to feel meaningful and it just…didn’t.

  10. webwielder says:

    Animal Crossing Animal Crossing Animal Crossing

    • Mischa says:

      For those that don’t know:
      Animal Crossing has different seasons, festivities and types of animals in the world.
      All based on the actual time of year. (Or, well, the system clock.)

  11. Jeremy says:

    Not an RPG, but I would really like to see a survival game that takes advantage of the turning of seasons (maybe there already is one?). Don’t Starve does it.. in a way, but it didn’t really ever feel different enough for me between the seasons, and the rhythm of the survival aspect was fairly simplistic. Seeing a survival game in the style of The Long Dark, but with seasonal changes, would be very interesting to me.

    • Zelius says:

      Not really a survival game by the usual standards, but have you played Banished? That game has you building and taking care of a village, where the seasons affect harvest yields and ultimately the survival of your villagers.

    • davidelrizzo says:

      All the tension and dread in Don’t Starve is based around the changing seasons. I can’t think of a game that makes you fear the cold of winter or heat of summer like it does. Also you get a sense of the fragility of the land as time passes, if you were to burn down every forest there really would be no wood left to build with… Oh the Environmental lessons!

  12. malkav11 says:

    Dragon Age 2 does so many things so very poorly, but it does get the characters right. Mostly. Everything goes wrong in Act 3, alas.

    Mass Effect 3 has a few good moments of that sort as well – chatting with Garrus up in the infrastructure of the Citadel, for example. I never used Garrus in the first game, spent most of my time with the new characters in the second game, but that moment pretty much sold me on him as a character and an old friend both.

    And I’d settle for Skyrim’s Civil War questline just freaking working. For me it broke irrecoverably about two quests in, and I’m pretty sure I’m not alone.

    • Jeremy says:

      That civil war story line was such a disappointment. What a waste of development resources.

      • xalcupa says:

        Civil way was under-developed. Should have really been the main quest with some dragon dabbling as a side quest line.

    • Kala says:

      Civil war worked ok, it was the companions quest chain that broke irrevocably for me :-\

    • Premium User Badge

      Ninja Dodo says:

      Mass Effect definitely has a good progression through the series both for places and especially characters… but the way the Citadel changes over the course of ME3 is particularly nice.

  13. WhatAShamefulDisplay says:

    I think I am right in saying that Mount and Blade: Butterlord will have a complete (accelerated) seasonal cycle.

  14. thelastpointer says:

    All signs point to me installing and replaying Might and Magic VII.

  15. Zenicetus says:

    Some strategy games handle this nicely, both on the aesthetic level and as time pressure/limits.

    TW Shogun 2 has not only very pretty effects for the 4 seasons passing on the strategy map, but your troops will suffer attrition if they end a turn in Winter and aren’t on your own territory. It’s something you had to plan for. The lack of seasons and attrition was one of the major disappointments of TW Rome 2 when it came out, although some compression was inevitable with the much longer time span of the campaign.

    Endless Legend goes further, with a Winter “season” that happens at intervals that start fairly long and get increasingly shorter, representing (I think?) the planet gradually reverting to its pre-terraformed state. It’s not a normal axial tilt season. There is gradually increasing pressure to either conquer and dig in, or find a spaceship and escape the planet before Winter becomes permanent.

    It’s a neat idea, and it’s done in a way that doesn’t make me feel like I’m under too much pressure while playing the game. Just something important in the background that I need to be aware of.

    • Sin Vega says:

      Also helped that Endless Legend is stunningly pretty, and not just for a strategy game.

    • Premium User Badge

      teije says:

      Yes, Endless Legend does this well.

      EUIV has seasons, which on the whole are not very exciting, but does get one key thing right – very harsh attrition if you decide to fight in the winter in Russia.

      • Llewyn says:

        Indeed, but of course the downside of the Paradox implementation is that in both EU IV and CK II you have no choice but to fight in the winter as sieges can easily end up taking 12-24 months. The winter attrition just becomes something you have to absorb, rather than something you take into account in your strategy.

  16. Assirra says:

    IMO Dragon Age Origins had way better companion interactions compared to 2.
    Set Leliana, Alistair and Morrigan in your party and enjoy the fireworks.

    • Kala says:

      I loved that stuff. It reminded me of BG2 when I trollfaced the whole thing by starting romances with Jaheira and Aerie and watch them snipe and catfight at each other.

      …I just couldn’t get over the gift giving mechanic. ”can’t buy me love, everybody tells me so, can’t buy me love, no, no, no, no”. Apart from in Dragon Age. When it’s yes.

      • onodera says:

        Morrigan had worse taste in gifts than a jackdaw, this meant you could shag her immediately after leaving the starting village.

  17. unimural says:

    Oh man, Lords of Midnight 3 is one of those games. A few years go by, and my brain recreates the dream of a great game. But no, unfortunately it’s a buggy game with a poor UI. And I still don’t know if the game is there or not, behind all that clunk. Do any of the systems the game implies work? Or does everything just happen randomly? But the concept intrigues, haunts me. Man, I want that game to exist.

    In my defense, I never played Starlord, and I’ve played Lords of Midnight and Doomdark’s Revenge a ton.

  18. TheAngriestHobo says:

    I too am very excited for the Consortium: TTP kickstarter! Just another hour or two, unless I mixed up my time zones again.

  19. Zenicetus says:

    A great example of elapsed time in an RPG is in Assassin’s Creed Syndicate. There are two places it happens. In the main game, there is a time portal from 1868 London to London during WW1, where you play the daughter of one of the two main characters and deal with German spies. There isn’t any direct continuity from the main game other than the character’s lineage, but it’s a fun change of scene.

    In the Jack the Ripper DLC, the continuity is more direct. You play as Evie, one of the two main characters aged 20 years older, and you see older versions of her brother and the Scotland Yard detective from the main game. There are references to intervening events too, and changes in the London underworld from the time period of the main game.

    The game just barely gets away with this 20 year interval, because there isn’t any change in architecture or clothing styles. But it works because Evie looks obviously more middle-aged, and there are enough references to time passing in the story line.

  20. criskywalker says:

    I think having events, holidays and seasons in games is a good usage of online components. I liked being able to throw snowballs in GTA V.

  21. SaintAn says:

    Games with changing seasons are instant buys for me and I tend to play them a lot longer than other games and a lot more frequently. Just wish there were more.

    And I wish there were more MMO’s that had changing seasons too, because the only one I can think of is Asheron’s Call. Aion’s Vision trailer had dynamic seasons and they looked incredible, but unfortunately that game failed so they were never able to do that. (Take a look at that trailer, there’s some incredible stuff in it) And since the MMO genre is dead it is unlikely we will ever get another MMO with seasons, or even another real MMO at all for a long while.

    Come on devs, add seasons to your games!

  22. Turkey says:

    I think the gaming industry has to get out of the mindset that every game has to be a huge open sandbox before we can explore time as a gameplay feature again.

  23. Dances to Podcasts says:

    The usage of seasonal/repeating/alternating events seems to be a way for developers to get people to keep playing their games forever. As if we need any more timesinks.
    I can see it being useful in singleplayer games with stories and such. A simple way of reusing assets.

  24. hughie522 says:

    Anytime I’m playing GTA Online I look at that half-finished building project and think, “When are they gonna be done building that thing?” :P

  25. Kala says:

    Not an RPG (well…) but I was thinking of the seasons add on to the Sims. Mainly cause the bf always moans it should’ve been in the base game rather than a paid for expansion :-P

    Also re the passage of time, I remember my excitement when Fable was originally announced, and it sounded like time would be a natural and incremental thing, where things that happen to your character over time influence their personality/growth/appearance…

    Then it was just split into ’child’ and ’adult’ chapters, with limited choices in otherwise linear progression, that made your character looked ’good’ or ’evil’. I was like…Oh.

    Still, you kept your scars. That’s cool, I guess.

  26. Premium User Badge

    Ninja Dodo says:

    Personally I’m less interested in real-world-time or seasonal game events (which tend to be gimmicky) than I am in games just getting basic passage of time right. Open world games are terrible at this. At best they manage one or two major state changes in the world, but most are content to leave the world entirely unchanged. I’m looking at you Rockstar… Red Dead Redemption is particularly bad at this as at one point there is [mild spoiler]a jump a decade or so ahead and the same people are still waiting around for you to help them with the same side-missions as if you just saw them a minute ago[/spoiler].

    I remember being surprised by the lack of a sense of time passing in Assassin’s Creed 2. Your sister wastes away behind a desk and Ezio at one point grows a modest beard.

    Compare this to say Grim Fandango and there’s a real sense of a year having gone by at each chapter break. I think it’s mainly in the actual changes both to environment and characters. People are in different places, they’re doing different things and they look different.

    Witcher 3 did pretty well on this with the various changes to Novigrad as the game progresses, though I kinda wish there had been more post-game change across the world (even though I know it would be near impossible to do all the additional art and dialogue that would require for every possible combination of endings).

    I liked the seasons in Assassins Creed 3 – for all its problems there are some good elements – but after you complete the main story it’s all one season (summer) and the cheat that lets you manually control the weather turns off progress saving, which is just uuuuuggh… Ubisoft doesn’t want you to actually play with any of those codes, apparently. No traipsing around the snow for you.

  27. Fungaroo says:

    Been playing Witcher 3 and find myself enjoying it’s use of in-game time. Whether it’s sunrises, or sunsets, or what NPCs are getting up to throughout a day (for some reason I was strangely happy about walking into a random house and finding it full of sleeping, snoring people; or how the streets of the big cities get rowdier the later it gets), the game’s use of time definitely fleshes out the amazing world they’ve created.

  28. Fnord73 says:

    Does anybody feel like discussing FO4 in general? Because I just got it, snd so far its very very confusing. Its like a simulator of wandering drunk into a very very unfriendly neighbourhood with the option of going home and getting a chainsaw and kill everybody (the powersuit). No plot, no direction, just kill kill kill?

  29. apa says:

    Racing sims have weather and rally sims even seasons! (illgetmecoat)