Playing with Time In Games
Time in Games Time often used to establish mechanics. Time often used to establish mechanics. Ticking clock Ticking clock puzzles puzzles pacing (melee, race) pacing (melee, race) support strategies support strategies just-in-time “finishing moves” just-in-time “finishing moves”
Time in Games Zelda: WindWaker Zelda: WindWaker Max Payne I & II Max Payne I & II Prince of Persia: The Sands of Time Prince of Persia: The Sands of Time Beyond Good and Evil Beyond Good and Evil Viewtiful Joe Viewtiful Joe
Max Payne I & II Use “bullet time” during combat Use “bullet time” during combat
Control Coordinate movements Coordinate movements Improved targeting and dexterity Improved targeting and dexterity Help plan and execute combat Help plan and execute combat
Control Sense of invulnerability Sense of invulnerability Increased sense of drama Increased sense of drama “Max Payne isn't about fumbling for clips and putting tourniquets on wounds; it's about finesse, style, and fast pacing.” “Max Payne isn't about fumbling for clips and putting tourniquets on wounds; it's about finesse, style, and fast pacing.”
Max Payne II Gradient Bullet time Gradient Bullet time World gets slower World gets slower Max gets faster Max gets faster Superhero? Superhero? Less “realistic” combat Less “realistic” combat More amazing feats More amazing feats Jury still out Jury still out
Prince of Persia Rewind time using “sand” resource Rewind time using “sand” resource
Movement & Combat Do things over Do things over Do them right Do them right Pause in the action... instead of a break Pause in the action... instead of a break
Movement & Combat Rewind and Consequence? Rewind and Consequence? Killing the player Killing the player Reviving the player Reviving the player Jury still out Jury still out
Viewtiful Joe Speed or slow time for combat or puzzles Speed or slow time for combat or puzzles
Task & Reward Fluid combination of : Fluid combination of : puzzles puzzles time tactics time tactics powerups powerups Variable goals and play experience Variable goals and play experience
Task & Reward Getting into character Getting into character “Viewtiful” behavior rewarded “Viewtiful” behavior rewarded Player choice = player style = investment Player choice = player style = investment
Narrative Beyond local control Beyond local control Sense of time passing Sense of time passing Changes over time Changes over time Varying consequences Varying consequences
Time-based gaming Seems like the year of the time- based game Seems like the year of the time- based game Looking forward to seeing next year’s games!!! Looking forward to seeing next year’s games!!!