
Neurophage |
I've played every Atelier game that's come out stateside. Honestly, I'm really attached to the time limits and kind of sad to see them go. In so many games, it feels like every resource, be it HP/MP, experience, money, items or anything else, is largely limited by how much time you put into them, which is an out-of-game limitation. In Atelier games, with few exceptions, every action from getting into a fight to making an item to gathering in the field requires the expenditure of a limited in-game resource: Time. It's more than generous enough for you to make a few mistakes, dally around a bit and still meet all your deadlines (in fact, complete failure requires a concentrated effort on the player's part), but if you spend too much time screwing around, you'll only get underwhelming results.
Granted, Shallie had a similarly-limited resource in the form of Motivation (which only becomes unlimited at the very end of the game), but to see all resource limitations fall away in future titles would be a little disappointing.
Also, one of the best things about the Atelier games is that you can't just find the ultimate weapons and armor like you do in so many other RPGs. You can get the recipes for some pretty alright equipment, but the only way to get the end-all be-all ultimate god-destroying gear is refine, purify and perfect the ingredients to those recipes until you're left with only the best.

Neurophage |
The next Atelier game looks like the time limit is returning...I am not happy but you will be.
According to an interview, the devs said something like "Stressful situations were you think 'I must do this within this space of time' have been eliminated as far as possible." There's definitely a day/night cycle system, but if they do bring back time as a limited resources, it'll probably be pretty lax.