Difference between revisions of "Game Time Manipulation"
From gdp3
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=== Examples === | === Examples === | ||
+ | [[Braid]] | ||
− | + | [[Zork Series|Zork II]] | |
− | + | [[Day of the Tentacle]] | |
== Using the pattern == | == Using the pattern == | ||
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== Consequences == | == Consequences == | ||
− | [[ | + | While it may seem like [[Game Time Manipulation]] would break [[Temporal Consistency]] of a game, this does not need to be the case if the [[Game Time Manipulation]] is diegetically explained (i.e. the game has time travel as a diegetic component). |
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== Relations == | == Relations == | ||
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[[Power-Ups]] | [[Power-Ups]] | ||
+ | [[Real-Time Games]] | ||
+ | [[Time Limited Game Instances]] | ||
+ | [[Time Limits]] | ||
− | + | === Can Instantiate === | |
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[[Freedom of Choice]] | [[Freedom of Choice]] | ||
− | [[ | + | [[Reversibility]] |
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− | === | + | ==== with [[Single-Player Games]] ==== |
− | - | + | [[Penalties]], |
− | + | [[Rewards]] | |
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=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | - | + | [[Game Pauses]], |
+ | [[Save-Load Cycles]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 09:02, 14 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Consequences
While it may seem like Game Time Manipulation would break Temporal Consistency of a game, this does not need to be the case if the Game Time Manipulation is diegetically explained (i.e. the game has time travel as a diegetic component).
Relations
Power-Ups Real-Time Games Time Limited Game Instances Time Limits
Can Instantiate
Freedom of Choice Reversibility
with Single-Player Games
Can Modulate
-
Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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