Playing with Time In Games Time in Games Time often used to establish mechanics. Ticking clock puzzles pacing (melee, race) support strategies just-in-time “finishing moves” Time in Games Zelda: WindWaker Max Payne I & II Prince of Persia: The Sands of Time Beyond Good and Evil Viewtiful Joe Max Payne I & II Use “bullet time” during combat Control Coordinate movements Improved targeting and dexterity Help plan and execute combat Control Sense of invulnerability 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 II Gradient Bullet time World gets slower Max gets faster Superhero? Less “realistic” combat More amazing feats Jury still out Prince of Persia Rewind time using “sand” resource Movement & Combat Do things over Do them right Pause in the action... instead of a break Movement & Combat Rewind and Consequence? Killing the player Reviving the player Jury still out Viewtiful Joe Speed or slow time for combat or puzzles Task & Reward Fluid combination of : puzzles time tactics powerups Variable goals and play experience Task & Reward Getting into character “Viewtiful” behavior rewarded Player choice = player style = investment Narrative Beyond local control Sense of time passing Changes over time Varying consequences Time-based gaming Seems like the year of the timebased game Looking forward to seeing next year’s games!!!
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