Difference between revisions of "Game Time Manipulation"

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(Using the pattern)
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[[Game Time Manipulation]] that directly manipulates
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[[Game Time Manipulation]] is typically only used in [[Single-Player Games]] since when it is applied to [[Multiplayer Games]] it typically removes the [[Player Agency]] of other players.
 
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[[Player Agency]] in [[Multiplayer Games]]
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=== Can Modulate ===
 
=== Can Modulate ===
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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]]  
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[[Game Time Manipulation]]
  
 
== Consequences ==
 
== Consequences ==

Revision as of 09:28, 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 is typically only used in Single-Player Games since when it is applied to Multiplayer Games it typically removes the Player Agency of other players.

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

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Possible Closure Effects

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Potentially Conflicting With

Player Agency in Multiplayer Games

History

New pattern created in this wiki.

References

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Acknowledgements

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