jorb wrote:fmfk86 wrote:To (loosely) quote from a Game Design Dojo podcast: There has never been a review like "pretty good game, but needs more 'waiting around'."
Without saying anything about the hourglass or Haven in particular, I'm not sure that's actually true. Both storytelling and gaming require pacing and rhythm.
jorb wrote:Headchef wrote:Removing hourglass everywhere entirely would mean chaos

It serves a very legitimate purpose in preventing irreversible actions from being volatile, yes. I could be tempted to agree that the game takes too much time to play, but I'm not sure the hourglass itself is really the primary offender, reasonable adjustments to certain particular actions somewhat aside.
I think pacing and rhythm is important, it's great to have a mix of actions that require fast input where it's almost a reflex, other times you need to do some planning ahead etc. But in my opinion what happens in heaven is often times plain waiting. I'd say the difference (and what matters most) is if the player is actively engaged in the game. If someone plays a sniper in a wargame, he might not do very much in terms of input, but he knows that he will have to react very fast and it will have a big impact, therefore he will be focused and 'in the game' the whole time.
Chopping a tree and knowing I have to wait x seconds, drink water and wait another x seconds for that, then repeat it 3 times, and knowing that this will play out the same 99.9% of the time, my thoughts are usually somewhere outside of heaven.
I've been telling people about this game for years, and while most are quite enticed of the concept of this game and want to give it a go, I don't think anyone has ever played it for more than an hour.