Difference between revisions of "Game Time Manipulation"

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(Relations)
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=== Examples ===
 
=== Examples ===
 +
[[Max Payne]]
 +
 
[[Braid]]
 
[[Braid]]
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 +
==== [[Anti-Examples]] ====
  
 
[[Zork Series|Zork II]]
 
[[Zork Series|Zork II]]
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== Consequences ==
+
 
 +
[[Game Time Manipulation]] that directly manipulates
 +
 
 +
[[Player Agency]] in [[Multiplayer Games]]
 +
 
 +
=== Can Modulate ===
 +
[[Power-Ups]],
 +
[[Real-Time Games]],
 +
[[Time Limited Game Instances]],
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[[Time Limits]]
 +
 
 +
=== Can Be Instantiated By ===
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[[Game Pauses]],
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[[Save-Load Cycles]]
  
 
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).
 
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).
  
 +
[[Game Time Manipulation]]
 +
 +
== Consequences ==
 +
[[Game Time Manipulation]] can give players
 +
=== Can Instantiate ===
 +
[[Freedom of Choice]],
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[[Privileged Abilities]],
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[[Reversibility]]
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==== with [[Single-Player Games]] ====
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[[Penalties]],
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[[Rewards]]
  
 
== Relations ==
 
== Relations ==
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
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[[Player Agency]] in [[Multiplayer Games]]
  
 
== History ==
 
== History ==

Revision as of 09:26, 14 July 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Max Payne

Braid

Anti-Examples

Zork II Day of the Tentacle

Using the pattern

Game Time Manipulation that directly manipulates

Player Agency in Multiplayer Games

Can Modulate

Power-Ups, Real-Time Games, Time Limited Game Instances, Time Limits

Can Be Instantiated By

Game Pauses, Save-Load Cycles

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).

Game Time Manipulation

Consequences

Game Time Manipulation can give players

Can Instantiate

Freedom of Choice, Privileged Abilities, Reversibility

with Single-Player Games

Penalties, Rewards

Relations

Can Instantiate

Freedom of Choice, Privileged Abilities, Reversibility

with Single-Player Games

Penalties, Rewards

Can Modulate

Power-Ups, Real-Time Games, Time Limited Game Instances, Time Limits

Can Be Instantiated By

Game Pauses, Save-Load Cycles

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Player Agency in Multiplayer Games

History

New pattern created in this wiki.

References

-

Acknowledgements

-