Difference between revisions of "Game Time Manipulation"
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[[Game Time Manipulation]] | [[Game Time Manipulation]] | ||
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==== with [[Single-Player Games]] ==== | ==== with [[Single-Player Games]] ==== | ||
[[Penalties]], | [[Penalties]], | ||
[[Rewards]] | [[Rewards]] | ||
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+ | === Can Instantiate === | ||
+ | [[Privileged Abilities]], | ||
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+ | == Consequences == | ||
+ | [[Game Time Manipulation]] can give players [[Freedom of Choice]] in being able to enable [[Reversibility]] and change what happens in a game instance. It can be difficult to combine with [[Surprises]] since possible effects to being surprised can be nullified by players going back in time to before the [[Surprises]] took place. | ||
== Relations == | == Relations == |
Revision as of 09:48, 14 July 2015
Actions that let players affect how game time progresses in a game.
This pattern is a still a stub.
Contents
Examples
The platform puzzle game Braid allows players to rewind game time (although not all game element adhere to this) to be able to solve the various levels. The Max Payne series and Prince of Persia: The Sands of Time allows players to slow time through activating "bullet time"; Dishonored does the same but also latter in the game lets players free time completely as well.
Anti-Examples
Zork II and Day of the Tentacle include time travel but since this "only" moves players to other places and time in the game it does not actually affect the sequence of gameplay events.
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
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
with Single-Player Games
Can Instantiate
Consequences
Game Time Manipulation can give players Freedom of Choice in being able to enable Reversibility and change what happens in a game instance. It can be difficult to combine with Surprises since possible effects to being surprised can be nullified by players going back in time to before the Surprises took place.
Relations
Can Instantiate
Freedom of Choice, Privileged Abilities, Reversibility
with Single-Player Games
Can Modulate
Power-Ups, Real-Time Games, Time Limited Game Instances, Time Limits
Can Be Instantiated By
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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