Time in Games

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