Difference between revisions of "Game Time Manipulation"

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(Can Instantiate)
(Relations)
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== Relations ==
 
== Relations ==
[[Power-Ups]]
 
[[Real-Time Games]]
 
[[Time Limited Game Instances]]
 
[[Time Limits]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Freedom of Choice]],  
 
[[Freedom of Choice]],  
 +
[[Privileged Abilities]],
 
[[Reversibility]]
 
[[Reversibility]]
  
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=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Power-Ups]],
 +
[[Real-Time Games]],
 +
[[Time Limited Game Instances]],
 +
[[Time Limits]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 09:23, 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

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

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-