Game Time Manipulation: Difference between revisions
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=== Examples === | === Examples === | ||
[[Max Payne]] | |||
[[Braid]] | [[Braid]] | ||
==== [[Anti-Examples]] ==== | |||
[[Zork Series|Zork II]] | [[Zork Series|Zork II]] | ||
| Line 22: | Line 26: | ||
== | |||
[[Game Time Manipulation]] that directly manipulates | |||
[[Player Agency]] in [[Multiplayer Games]] | |||
=== 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). | 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]] | |||
==== with [[Single-Player Games]] ==== | |||
[[Penalties]], | |||
[[Rewards]] | |||
== Relations == | == Relations == | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Player Agency]] in [[Multiplayer Games]] | |||
== History == | == History == | ||
Revision as of 09:26, 14 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Using the pattern
Game Time Manipulation that directly manipulates
Player Agency in Multiplayer Games
Can Modulate
Power-Ups, Real-Time Games, Time Limited Game Instances, Time Limits
Can Be Instantiated By
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).
Consequences
Game Time Manipulation can give players
Can Instantiate
Freedom of Choice, Privileged Abilities, Reversibility
with Single-Player Games
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
-
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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