Game Time Manipulation: Difference between revisions
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=== Examples === | === Examples === | ||
[[Braid]] | |||
[[Zork Series|Zork II]] | |||
[[Day of the Tentacle]] | |||
== Using the pattern == | == Using the pattern == | ||
== Consequences == | == 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 == | == Relations == | ||
[[Power-Ups]] | [[Power-Ups]] | ||
[[Real-Time Games]] | |||
[[Time Limited Game Instances]] | |||
[[Time Limits]] | |||
=== Can Instantiate === | |||
[[Freedom of Choice]] | [[Freedom of Choice]] | ||
[[ | [[Reversibility]] | ||
==== with | ==== with [[Single-Player Games]] ==== | ||
[[Penalties]], | |||
[[Rewards]] | |||
=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
- | [[Game Pauses]], | ||
[[Save-Load Cycles]] | |||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
Revision as of 09:02, 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
Power-Ups Real-Time Games Time Limited Game Instances Time Limits
Can Instantiate
Freedom of Choice Reversibility
with Single-Player Games
Can Modulate
-
Can Be Instantiated By
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
-
Acknowledgements
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