Game Time Manipulation
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
For Real-Time Games, 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. Extra Turns can be considered a way to cause Game Time Manipulation in Turn-Based Games which also can cause problems with Player Agency (and Player Balance).
The main design choices regarding Game Time Manipulation is how game time should be able to be manipulated. This basically consist of choosing from if game time should be able to be stopped, quickened, slowed, and/or reserved. It may either be a permanent ability or one given them as Rewards or, more rarely, Penalties; the ability to manipulate game time can also be the effect of Power-Ups. Regardless, it is typically a Privileged Abilities since it is only provided to one player and no other Agents.
Game Time Manipulation can often be performed by players through non-game actions. Being able to do Game Pauses is a weak form of Game Time Manipulation but can give players more time to consider what to do next in a game. Save-Load Cycles allow players to test actions and if the consequences of these are seen as unwanted go back to earlier point in the sequence of gameplay events to begin gameplay from there.
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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