I'm a completionist too and I never leave a side quest unfinished or a corner of a map unexplored. But I fail to see how rewards for "problem solving" instead of "monster slaying", as Alinoria put it, ruins exploration? Just treat a combat encounter as another problem to be solved, and what solution works best is up to you and the way you build your character. If anything, it would encourage exploration in my opinion.
Do you also intend to make the world "have a life" ; meaning, for instance, the shops not being open 24/7, not all at the same hours, or with different people tending them depending on the hour (Yes, I am talkin NPC shifts ! I am not too old for this shift, after all), having some NPCs moving around and doing things ? Because as far as immersion goes, environment plays a great part, but...
It's great when a game provides different ways for solving quests. And if XP is granted for overcoming a challenge, it should not matter how exactly you've done it. A silver tongued diplomat who diffused an explosive situation with charisma and persuasion deserves to be rewarded just as a battle-hardened barbarian who slaughtered everyone to bloody gibs without blinking an ear. Sneaking past, arguably, is not overcoming, but avoiding challenge altogether. ;) But basing your...
Well, Tides of Numenera is just not a very good game all around in my opinion. Starting from the Montecook's setting to general gameplay. I backed it, read all the novels before the release and... could not even force myself to finish it. It's ok if your example is a singular case of an enforced time-limit. A pivotal moment, do or die situation, optionally made even harder depending on your own previous choices. But if...
I'm not too fond of time limits myself, especially when it's done for no other reason, but to force a certain kind of gameplay with players having to make haste. The worst example of such an artificial limitation is the number of turns X-Com 2 missions. It the reason I finished it once, and never looked back for DLC and stuff. But when done reasonably, in a lore-centric meaningful way, it's a great tool to...
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