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