Difference between revisions of "Game Time Manipulation"
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=== Examples === | === Examples === | ||
+ | [[Max Payne]] | ||
+ | |||
[[Braid]] | [[Braid]] | ||
+ | |||
+ | ==== [[Anti-Examples]] ==== | ||
[[Zork Series|Zork II]] | [[Zork Series|Zork II]] | ||
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− | == | + | |
+ | [[Game Time Manipulation]] that directly manipulates | ||
+ | |||
+ | [[Player Agency]] in [[Multiplayer Games]] | ||
+ | |||
+ | === 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). | 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 == | == Relations == | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Player Agency]] in [[Multiplayer Games]] | |
== History == | == History == |
Revision as of 09:26, 14 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
Using the pattern
Game Time Manipulation that directly manipulates
Player Agency in Multiplayer Games
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
Consequences
Game Time Manipulation can give players
Can Instantiate
Freedom of Choice, Privileged Abilities, Reversibility
with Single-Player Games
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
-
Possible Closure Effects
-
Potentially Conflicting With
Player Agency in Multiplayer Games
History
New pattern created in this wiki.
References
-
Acknowledgements
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