Difference between revisions of "Temporal Consistency"
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[[Category:Stub]] | [[Category:Stub]] | ||
''That the sequence of gameplay events that make up game instances match a sequence of diegetic events in the game world in which they are initiated.'' | ''That the sequence of gameplay events that make up game instances match a sequence of diegetic events in the game world in which they are initiated.'' | ||
+ | |||
+ | The events that take place in games form a temporal sequence that when the games are finished can be seen as stories. While they may not exactly match up to how player played them since they may have taken pauses | ||
This pattern is a still a stub. | This pattern is a still a stub. | ||
=== Examples === | === Examples === | ||
+ | |||
+ | Early [[:Category:Arcade Games]] such as [[Asteroids]], [[Pac-Man]], and [[Space Invaders]] had [[Temporal Consistency]] since gameplay continued without pause (except for short cutscenes) until players had lost all their lives. | ||
+ | |||
+ | |||
+ | [[Braid]] | ||
== Using the pattern == | == Using the pattern == | ||
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[[Events Timed to the Real World]] | [[Events Timed to the Real World]] | ||
+ | |||
+ | [[Game Pauses]] | ||
[[Save/Load Cycles]] | [[Save/Load Cycles]] | ||
− | |||
[[Extra Chances]] | [[Extra Chances]] | ||
+ | |||
+ | [[Diegetic Consistency]] | ||
+ | |||
+ | [[Thematic Consistency]] | ||
+ | |||
+ | [[Cutscenes]] | ||
+ | |||
+ | [[Downtime]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Narrative Aspects === | === Narrative Aspects === | ||
+ | Having [[Temporal Consistency]] does not force [[Predetermined Story Structures]] to be linear in how time progresses in them. [[Cutscenes]] and even gameplay can let some of the gameplay be in the form of ''flashbacks'', but this does not break that there is a constant mapping of gameplay activity (even in it is in the form of [[Downtime]]) and development of a narration. | ||
== Consequences == | == Consequences == | ||
+ | [[Temporal Consistency]] affects how [[Predetermined Story Structures]] in games can be constructed. It can be seen as a necessary but not sufficient component for games to have a [[Detective Structure]] since the point of view also needs to be restricted. | ||
− | + | Since planned gameplay events can cause [[Surprises]] even if a game does not have [[Temporal Consistency]], this pattern does not help create [[Surprises]] in games. However, it does modulate it since it can avoid that players easily can negate the [[Surprises]] by for example saving regularly and reloading before [[Surprises]] that negatively affected their gameplay performance; [[Temporal Consistency]] cannot in this way affect cases where players play a game several times but in long games, or those using [[Randomess]], the intended [[Surprises]] can still continue to be surprising. | |
+ | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Detective Structure]] | ||
==== with ... ==== | ==== with ... ==== | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Predetermined Story Structures]], | ||
+ | [[Surprises]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 14:29, 12 May 2011
That the sequence of gameplay events that make up game instances match a sequence of diegetic events in the game world in which they are initiated.
The events that take place in games form a temporal sequence that when the games are finished can be seen as stories. While they may not exactly match up to how player played them since they may have taken pauses
This pattern is a still a stub.
Examples
Early Category:Arcade Games such as Asteroids, Pac-Man, and Space Invaders had Temporal Consistency since gameplay continued without pause (except for short cutscenes) until players had lost all their lives.
Using the pattern
Events Timed to the Real World
Diegetic Aspects
Interface Aspects
Narrative Aspects
Having Temporal Consistency does not force Predetermined Story Structures to be linear in how time progresses in them. Cutscenes and even gameplay can let some of the gameplay be in the form of flashbacks, but this does not break that there is a constant mapping of gameplay activity (even in it is in the form of Downtime) and development of a narration.
Consequences
Temporal Consistency affects how Predetermined Story Structures in games can be constructed. It can be seen as a necessary but not sufficient component for games to have a Detective Structure since the point of view also needs to be restricted.
Since planned gameplay events can cause Surprises even if a game does not have Temporal Consistency, this pattern does not help create Surprises in games. However, it does modulate it since it can avoid that players easily can negate the Surprises by for example saving regularly and reloading before Surprises that negatively affected their gameplay performance; Temporal Consistency cannot in this way affect cases where players play a game several times but in long games, or those using Randomess, the intended Surprises can still continue to be surprising.
Relations
Can Instantiate
with ...
Can Modulate
Predetermined Story Structures, Surprises
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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