Times Ren said "Time" 0:01 0:04 0:15 0:26 0:28 1:12 2:02 2:03 2:28 2:41 3:04 Times Ren said "Timer" 0:21 0:32 0:38 0:44 0:53 0:57 1:07 1:21 1:32 1:45 1:51 1:59 2:45 2:51 2:56 3:13 Man that sure is a lot of times ren said time and times in a video about timers and time limits with a timer that tracks the time. I have way too much time on my hands unlike in Mario games where the timers force you to get through with the least time. That's similar to speed runners that try to get the fastest times and whoever has the best time gets a special award like a golden time for being the fastest time in a game like Mario where the timer or timers force you to get through without losing a lot of time. Time. (i would add more rn but i got a nosebleed) 😭
@@ZuzNewsReviews was this the best use of your time? i like ren and i watch his streams all the time. your acting like im going to die tomorrow and that wasting 20 minutes on a joke is "a waste."
Time is used well in Majora's Mask. To give each NPC a set schedule for where they are at any given moment, often with overlapping schedules that can make you feel like you want to be in two places at once. It wouldn't work nearly as well without an overarching timer imo
One of the best timers in my opinion is from the game Pizza Tower. You knock over a giant pillar and the level starts to crumble apart and you have to go back to the beginning. However, instead of just dying when the timer hits 0, it spawns a enemy that chases and if you get caught you die.
Only reason I can’t think of Nintendo keeping timers in Mario is because of the Double Digits Every time you beat a level with Double Digits (11,22,33,44,55 etc) the game will always reward you with something more expanded on NSMBU because the times give specific items: 11 and 22 give super mushrooms, 33 and 44 for fire flowers, ice flower is 55, mini mushroom is 66, super acorn is 77, and stars are 88 and 99. Fire works rewarded by also doing this but it doesn’t really excuse the death penalty if the timer reaches 0 At least they did something more with NSLU with quick paste levels
Remember that time passes even when you are thinking, so when designing levels, make sure players have enough time to react to any incoming enemies and obstacles. Don't make players rely on memorizing the level.
I can't tell you how many games I've played where I wanted to just stop rushing and look at the scenery or explore the game's world. I personally feel Majora's Mask is the best use of time in a video game. It's part of the plot, the story, and a literal mechanic. Why does Nintendo understand time so well? 😅
My favorite use of time in a game is in Unsighted, every character, including the player has a timer counting down to there death. There are ways to extend these timers but they are limited so you have to weigh the options of which timers you want to extend. Do you extend the timer of the characters you like or the shopkeeper with the good gear or do you give yourself more time. Really good use of motivation and punishment imo
I don't really agree with this video. The description of what timers do is very contrived, with the whole "punishment & reward" thing. For example, 2:17 is an argument you could make about any mechanic that kills you. "Enemies are a dumb mechanic in Mario. They make you spend less time with the game." (If anything, you could argue timers make you play more game in less time, which is gameplay density 🤔) A better description is that timers create a risk & reward mechanism (should you go for those collectibles if it means you lose time?) and a performance metric (less time taken = better). Plus, they help with pacing. The real issue is that the recent SMB games don't use EITHER of those first two anymore.* No-one is considering the risk of collecting star coins, and NSMB does an extremely poor job of making anyone care about its performance metrics. Highscores are not "outdated", Mario just doesn't use them. *Keyword "anymore" because the original SMB actually does use the timer for all of this. Note that the risk/reward was aided by playing that game all in one sitting. Grabbing coins gives you more lives for later levels, but you spend time doing so. For me personally I wouldn't say removing the timer in Mario Wonder was brilliant in any particular way. It's the most popular solution that everyone asked for. A brilliant solution would've turned that timer into something that is interesting. For example, they could've pushed the performance metric aspect and encouraged speedrunning, or added a new mode that pushes the player harder.
This is exactly what I thought too. I'd love to see Mario go the 3D Sonic route and have a high score, best time, and some kind kind of rank for each level. Could add a lot of replay value.
I agree time sucks. 24 hours in a day isn't enough hours in a day to finish all real life daily tasks. And I hate time in 2D Mario, too. It just ruins the gameplay those games have. Beating levels fast should only be required if you're rewarded with stuff you don't get normally in the levels. There are 2 Sonic games that do this, actually. Sonic Rush Adventure and Sonic Lost World 3DS. Those games are Sonic games that have a ranking system, where you'll get a high score based on rings, enemies you defeat and especially a fast time. Getting ranks in these 2 games gives you materials that you can use to build stuff that helps you with exploration and in the levels themselves. And what do you get while playing levels without getting ranked? Extra lives and Chaos Emeralds, not materials. And I can say that it works. Getting good ranks to get more materials incentivizes the player to get good at a level and I have gotten addicted to Lost World 3DS for a while because of it. There's another good example: the Kirby Clash games. Beating the enemies as fast as possible gives you Platinum medals, which give you the biggest amount of experience you can get in that battle. Since those games are RPGs, you want to get as much EXP as fast as you can to level up more and more. So you are incentivized to refight enemies and get a faster time to get those rewards. The problem is that the in-game timer counts down, not up, and you are punished with death when the time hits 0. So, I believe that's the best use of the "arbitrary" in-game timer. Making speed challenges that give you rewards for succeding. It's just that the developers need to balance these challenges to not make them too difficult or frustrating.
So despite timers and scores not actually interfering with anyone's enjoyment and acting as an objective measurement of skill people can use to compare to other players, we should get rid of it cuz it's..."unnatural and forced." in a videogame. ....
Am I one of the few that doesn’t like the term "dandori"? Hearing it so many times in Pikmin 4 made me start to dislike it to the point where I wanted to play Pikmin 2
I hate the timer in Pikmin. it is the only reason i dropped the game. This forced interruption just generates stress in this calm game without giving any rewarding feelings for doing good.
@@UphillBridge I played some Pikmin 1 and 2 on the Wii back then without bigger problems, but the one i actively dropped was Pikmin 3 deluxe for the switch.
Bro has beef with a metaphysical concept. Idk if you can win this one
One man’s endless struggle against eternity, I wish him well in his endeavor.
Time has been giving us existential crises for thousands of years. I support the beef and am glad someone's calling it out on its bs.
I like how your solution wasn’t just “remove timers” but rather suggesting they evolve to be more like another example you gave.
Times Ren said "Time"
0:01
0:04
0:15
0:26
0:28
1:12
2:02
2:03
2:28
2:41
3:04
Times Ren said "Timer"
0:21
0:32
0:38
0:44
0:53
0:57
1:07
1:21
1:32
1:45
1:51
1:59
2:45
2:51
2:56
3:13
Man that sure is a lot of times ren said time and times in a video about timers and time limits with a timer that tracks the time. I have way too much time on my hands unlike in Mario games where the timers force you to get through with the least time. That's similar to speed runners that try to get the fastest times and whoever has the best time gets a special award like a golden time for being the fastest time in a game like Mario where the timer or timers force you to get through without losing a lot of time. Time.
(i would add more rn but i got a nosebleed) 😭
Was this really the best use of your time?
@@ZuzNewsReviews was this the best use of your time? i like ren and i watch his streams all the time. your acting like im going to die tomorrow and that wasting 20 minutes on a joke is "a waste."
I guess you could say you hickory’d your dickory till you docked all over the place
Time is used well in Majora's Mask. To give each NPC a set schedule for where they are at any given moment, often with overlapping schedules that can make you feel like you want to be in two places at once. It wouldn't work nearly as well without an overarching timer imo
One of the best timers in my opinion is from the game Pizza Tower. You knock over a giant pillar and the level starts to crumble apart and you have to go back to the beginning. However, instead of just dying when the timer hits 0, it spawns a enemy that chases and if you get caught you die.
Only reason I can’t think of Nintendo keeping timers in Mario is because of the Double Digits
Every time you beat a level with Double Digits (11,22,33,44,55 etc) the game will always reward you with something more expanded on NSMBU because the times give specific items: 11 and 22 give super mushrooms, 33 and 44 for fire flowers, ice flower is 55, mini mushroom is 66, super acorn is 77, and stars are 88 and 99. Fire works rewarded by also doing this but it doesn’t really excuse the death penalty if the timer reaches 0
At least they did something more with NSLU with quick paste levels
Super paper Mario reference
Remember that time passes even when you are thinking, so when designing levels, make sure players have enough time to react to any incoming enemies and obstacles. Don't make players rely on memorizing the level.
I'm a huge fan of Wario Land 4 and the game wouldn't be the same without it's timer (and everything associated with it)
Nice video, I enjoyed it!
It’s like they say: the clock’s hand is a thief, that dirty second-hand
This man hates time
he might, idk
He might, idk
Someone hates time. Idk who it is, but someone hates time
Time is like Good Burger, while we might forget about it, its always there.
"Welcome to Good Burger, home of the Good Burger! May I take your order?"
How many 𝘛𝘪𝘮𝘦𝘴 do I say “TIME”?
I can't tell you how many games I've played where I wanted to just stop rushing and look at the scenery or explore the game's world.
I personally feel Majora's Mask is the best use of time in a video game. It's part of the plot, the story, and a literal mechanic.
Why does Nintendo understand time so well? 😅
Time as a concept sucks. We dread it. But that's what makes Majora's Mask so compelling as a game.
My favorite use of time in a game is in Unsighted, every character, including the player has a timer counting down to there death. There are ways to extend these timers but they are limited so you have to weigh the options of which timers you want to extend. Do you extend the timer of the characters you like or the shopkeeper with the good gear or do you give yourself more time. Really good use of motivation and punishment imo
A certain 100 year old vampire could have the solution for you.
Which one when there's so many?
@rafaelpereiragomes1735 touché.
But i mean DIO Brando
Me crying in the corner because I feel like the only person who go goes for score
I don't know if you've played this series, but if you have played Persona that would make a great sequel video
YES! I love the planning and calendar system
time can be used for punishment and reward, but shouldn't be at the expense of exploration and fun
wise man once said: it's better to hate time than french
Helicopters video
I don't really agree with this video. The description of what timers do is very contrived, with the whole "punishment & reward" thing. For example, 2:17 is an argument you could make about any mechanic that kills you. "Enemies are a dumb mechanic in Mario. They make you spend less time with the game." (If anything, you could argue timers make you play more game in less time, which is gameplay density 🤔)
A better description is that timers create a risk & reward mechanism (should you go for those collectibles if it means you lose time?) and a performance metric (less time taken = better). Plus, they help with pacing.
The real issue is that the recent SMB games don't use EITHER of those first two anymore.* No-one is considering the risk of collecting star coins, and NSMB does an extremely poor job of making anyone care about its performance metrics. Highscores are not "outdated", Mario just doesn't use them.
*Keyword "anymore" because the original SMB actually does use the timer for all of this. Note that the risk/reward was aided by playing that game all in one sitting. Grabbing coins gives you more lives for later levels, but you spend time doing so.
For me personally I wouldn't say removing the timer in Mario Wonder was brilliant in any particular way. It's the most popular solution that everyone asked for. A brilliant solution would've turned that timer into something that is interesting. For example, they could've pushed the performance metric aspect and encouraged speedrunning, or added a new mode that pushes the player harder.
"lamegamerTIME" yes ty
This is exactly what I thought too. I'd love to see Mario go the 3D Sonic route and have a high score, best time, and some kind kind of rank for each level. Could add a lot of replay value.
I understand, resources that cannot be controlled but must be used.
tbh I wish timer would return in mario.
I agree time sucks. 24 hours in a day isn't enough hours in a day to finish all real life daily tasks. And I hate time in 2D Mario, too. It just ruins the gameplay those games have. Beating levels fast should only be required if you're rewarded with stuff you don't get normally in the levels. There are 2 Sonic games that do this, actually. Sonic Rush Adventure and Sonic Lost World 3DS. Those games are Sonic games that have a ranking system, where you'll get a high score based on rings, enemies you defeat and especially a fast time. Getting ranks in these 2 games gives you materials that you can use to build stuff that helps you with exploration and in the levels themselves. And what do you get while playing levels without getting ranked? Extra lives and Chaos Emeralds, not materials. And I can say that it works. Getting good ranks to get more materials incentivizes the player to get good at a level and I have gotten addicted to Lost World 3DS for a while because of it. There's another good example: the Kirby Clash games. Beating the enemies as fast as possible gives you Platinum medals, which give you the biggest amount of experience you can get in that battle. Since those games are RPGs, you want to get as much EXP as fast as you can to level up more and more. So you are incentivized to refight enemies and get a faster time to get those rewards. The problem is that the in-game timer counts down, not up, and you are punished with death when the time hits 0.
So, I believe that's the best use of the "arbitrary" in-game timer. Making speed challenges that give you rewards for succeding. It's just that the developers need to balance these challenges to not make them too difficult or frustrating.
I don’t have “time” for this! (knee slap) Good video, though.
Another win for pikmin 3 🎉🎉🎉
So despite timers and scores not actually interfering with anyone's enjoyment and acting as an objective measurement of skill people can use to compare to other players, we should get rid of it cuz it's..."unnatural and forced."
in a videogame.
....
Am I one of the few that doesn’t like the term "dandori"? Hearing it so many times in Pikmin 4 made me start to dislike it to the point where I wanted to play Pikmin 2
PIKMEN 4?
Dude what did I do to you
Pretentious video essayists ran out of things to complain about.
Bro is too slow 😂😂😂😂😂
Why did you change the thumbnail. The new one is less eyecatching and has nothing to do with the title
I hate the timer in Pikmin. it is the only reason i dropped the game. This forced interruption just generates stress in this calm game without giving any rewarding feelings for doing good.
Which Pikmin game were you playing?
@@UphillBridge I played some Pikmin 1 and 2 on the Wii back then without bigger problems, but the one i actively dropped was Pikmin 3 deluxe for the switch.
@@markuslang6215 I gave up on Pikmin 3 for the same reason.