Playing with Time in
Games - Overview
Time was used in some
innovative and interesting ways this past year. In this talk (slides to be
posted soon) I took a look at new time game paradigms, asking: “How does this
mechanic affect the player experience in novel ways?”
Summary:
The Max Payne series (or The
Matrix) use mechanics like slowing time to support the feeling of acrobatic
maneuvering and control. When does a “superhuman” ability like bullet time
begin to detract from the game fiction? Being outside of time is a god-like experience
– how can we use it in new ways (ie: not just
allowing someone to shoot everyone full of bullets)?
Prince of Persia added the mechanic of rewinding time – which gives the
player the opportunity to do things over, and do them right. With rewind, learning
through trial and error can be less painful… and the feeling of reward is still
there when you succeed. At what point does “do-over” potential become a license
for weak or lazy game design? More philosophically: what is the interaction
between a game with consequence and rewind abilities?
Viewtiful Joe
uses powerups, move combos, speed and slo-mo to create a flexible combat environment. By choosing
your abilities and creating “viewtiful” scenes in
combat, you rack up points – and develop Joe’s character. This is a new
direction for platform characters – but still relies on local control. Why
aren’t we seeing more interaction between time and overall narrative? How can
we expand to global changes where individual game events are tied into the fiction
in interesting ways via time?