Game Time Manipulation

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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

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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