Game Time Manipulation: Difference between revisions

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[[Game Time Manipulation]] that directly manipulates
[[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.
 
[[Player Agency]] in [[Multiplayer Games]]


=== Can Modulate ===
=== Can Modulate ===
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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]]  
[[Game Time Manipulation]]


== Consequences ==
== Consequences ==

Revision as of 09:28, 14 July 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Max Payne

Braid

Zork II Day of the Tentacle

Using the pattern

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.

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).

Game Time Manipulation

Consequences

Game Time Manipulation can give players

Can Instantiate

Freedom of Choice, Privileged Abilities, Reversibility

Penalties, Rewards

Relations

Can Instantiate

Freedom of Choice, Privileged Abilities, Reversibility

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

-

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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