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  1. #1
    Player
    lackofwords's Avatar
    Join Date
    Mar 2011
    Posts
    431
    Character
    Dalimin Dataru
    World
    Hyperion
    Main Class
    Thaumaturge Lv 90
    Do I sense hostility? Or am I just imagining it.

    I'm not suggesting that they should 'force' people to experience the time elapsed naturally, but that is one way of experiencing a passage of time.
    If it were a single player game, they could have actually adjusted the game time to match the time actually consumed during the travel, but that can't be done here.
    I wonder if there is a better way to address it with lore, rather than just chalking it up as a "Simpsons Bubble".

    As Anonymoose pointed out, there's two experiences occurring side by side. The one you're having with other players, and the one you're experiencing alone.
    However, since it is a shared persistent world, you can't possibility have everyone in their own time bubbles when there is an actual shared persistent game clock ticking.

    When the passage of time doesn't seem to match up with what is occurring in the game according to the mechanics of its universe, it might become a bit jarring. Which is why teleportation is a fantastic way of explaining that gaping hole, and why I was wondering if there was some lore to change the way ferries and airships worked.

    It's really a problem that comes mainly when the game world has an actual clock to go by. While games without defined passage of time, would have the player fill in the gaps with their own imagination.

    The main story experiences is slightly different matter though, since it's more of shifting the story interpretation as the player is always the hero of the story, while other players are the hero's companions. The point of view only needs to shift. For assisting players that are re-encountering main story fights, it could be retold as reliving the experiencing again. As you can't skip ahead in the story, but can always go back to previous accomplished ones.
    Though, I don't know how the game handle new players who didn't experience the calamity.

    I just thought it was something interesting to think about, rather than just dismiss as player usability.
    (0)
    Last edited by lackofwords; 03-14-2014 at 12:36 PM.

  2. #2
    Player
    Anonymoose's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    5,034
    Character
    Anony Moose
    World
    Excalibur
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by lackofwords View Post
    Do I sense hostility? Or am I just imagining it.
    Mostly just a matter of text not conveying tone very well combined with words like "force," I think, lol. Definitely no hostility implied, just stating a mixture of things previously stated by devs ("Simpsons Time Bubble," development focus on not sinking time on things that aren't actually content) and my own interpretations (which are always open to doubt).

    Quote Originally Posted by lackofwords View Post
    I wonder if there is a better way to address it with lore, rather than just chalking it up as a "Simpsons Bubble".
    That part I have no ideas for. I mean, we do know it's a bubble - the game clock implies years pass, but it's always 5 Seventh Umbral Era. I just take it for granted that the cutscenes showing you getting on and off a ship separated by a blackout are an addressing of "what was I doing?" I wonder if it would settle questions like these if there was a middle cutscene during traveling (able to be disabled as the other two are), fading in, showing you sitting on the airship/ferry and /dozing off, and fading out, lol.

    Quote Originally Posted by lackofwords View Post
    However, since it is a shared persistent world, you can't possibility have everyone in their own time bubbles when there is an actual shared persistent game clock ticking. When the passage of time doesn't seem to match up with what is occurring in the game according to the mechanics of its universe, it might become a bit jarring.
    I do understand that while another player is spending five minutes running on chocoback across a single zone, in the middle of their travel, you manage to cover all of Eorzea in ten seconds by airship - and that that can be kinda weird. It's just one of those things that always has the same thought progression for me. "That's weird. What else could they do? Is it really that big of a deal? I guess just letting it go is the only logical answer. Why am I still thinking about this?" And then I chalk it up to the Simpsons Bubble that keeps it Year 5 of the Seventh Umbral Era at all times.

    Let's say you have a really bad Crystal Tower run and it takes 70 Earth Minutes. In Eorzea, that's 24 hours. How in the world did the party engage in such a demanding physical confrontation for twenty four hours without stopping for food or drink or dying of exhaustion?

    Again, I'm not saying this in a condescending or hostile manner; I'm laughing as I say it: if you've got a game mechanic idea that creates a synchronous passage of time for all characters without simultaneously removing aspects of the game that make it more convenient for them as players or your developers as storytellers, thus eliminating the need to diffuse the responsibility of explanation to the suspension of disbelief, MMO developers the world over are stoked to hear it.
    (2)
    "I shall refrain from making any further wild claims until such time as I have evidence."
    – Y'shtola