Game Time Manipulation: Difference between revisions
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| Line 28: | Line 28: | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
[[Privileged Abilities]], | |||
[[Reversibility]] | [[Reversibility]] | ||
| Line 42: | Line 38: | ||
=== 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
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
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
-
History
New pattern created in this wiki.
References
-
Acknowledgements
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