Difference between revisions of "Game Time Manipulation"

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(Consequences)
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=== Examples ===
 
=== Examples ===
 +
[[Braid]]
  
==== Anti-Examples ====
+
[[Zork Series|Zork II]]
optional
+
[[Day of the Tentacle]]
  
 
== Using the pattern ==
 
== Using the pattern ==
  
=== Diegetic Aspects ===
 
 
=== Interface Aspects ===
 
 
=== Narration Aspects ===
 
  
 
== Consequences ==
 
== Consequences ==
  
[[Braid]]
+
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).
  
[[Zork Series|Zork II]]
 
[[Day of the Tentacle]]
 
  
 
== Relations ==
 
== Relations ==
[[Game Pauses]]
 
 
[[Power-Ups]]
 
[[Power-Ups]]
 +
[[Real-Time Games]]
 +
[[Time Limited Game Instances]]
 +
[[Time Limits]]
  
[[Save-Load Cycles]]
+
=== Can Instantiate ===
 
+
[[Irreversible Events]]
+
 
[[Freedom of Choice]]
 
[[Freedom of Choice]]
[[Single-Player Games]]
+
[[Reversibility]]
[[Game Worlds]]
+
[[Temporal Consistency]]
+
  
=== Can Instantiate ===
+
==== with [[Single-Player Games]] ====
-
+
[[Penalties]],
 
+
[[Rewards]]
==== with ... ====
+
  
 
=== 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.

Examples

Braid

Zork II Day of the Tentacle

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

Penalties, Rewards

Can Modulate

-

Can Be Instantiated By

Game Pauses, Save-Load Cycles

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-