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« on: April 09, 2018, 10:49:38 pm »
The big point of timers is to address one of the fundemental issues with games:
If the most effective way to play the game is tedious, then people will play the game in a tedious way.
There are many many games that do this poorly and reward awful grinding. In Morrowind, for example, you can train your spell skills simply by repeatedly casting a low-mana spell on yourself. This lets you get your skills to a high level very early in the game, at the cost of the tedium of casting it over and over again. A timer of whatever sort reduces or eliminates this problem: If spending in-game weeks alternately resting and repeatedly clicking has some kind of drawback, then it no longer becomes the most effective way to play the game. This isn't that big a problem in Morrowind simply because the skill ceiling is so dang low: You don't need to play effectively in order to succeed.
But for more difficult games, especially permadeath ones, having a clock of some kind is vitally important. It really isn't fun knowing that by playing the game at a decent pace you're essentially handicapping yourself. Granted, a literal timer is probably the worst way to do this, since it still incentivizes the tedium of running the timer nearly to its end and then moving on. But its still an improvement over no timer at all.
FAKEEDIT:
I think that Egan_BW just said exactly what I did in fewer words. I, surprisingly, agree with them.