Chapter 2: Time
2.1 Core classification of time mechanisms
Asynchronousness of in-game time and real-world time
- The game creates immersion by compressing or extending time. For example, the "Box Court Theory" of "Zelda: Breath of the Wild" strengthens the rhythm of time through spatial design, while "Going to the Moon" breaks linear time narrative with flashbacks.
- Design meaning: Get out of real-life time limits, allowing players to focus on game goals (such as the skill combo design of Diablo 3).
Turn-based, half-turn basis and real-time basis
- Turn-based(such as "Fire Emblem"): emphasizes strategic planning, but is prone to "waiting fatigue";
- Instant system(such as "League of Legends"): Improve the sense of operation, but balance the player's reaction threshold;
- Half turn system(For example, "DOTA 2"): Integrate strategy and immediacy, extend the depth of the game through the "buy live" mechanism.
2.2. Classic application of time mechanism
Archives and Reading
- Functional design: The save point selection affects the player's exploration rhythm (such as the seasonal archive of "The Story of Ranch"), automatically saves simplify operations but may destroy narrative coherence.
- Type Differences: Stand-alone games focus on "progress saving", while online games need to consider the impact of "version iteration" on archives.
Bullet time and slow motion
- Core elements: Enhance drama through time flow rate changes (such as "The Matrix" bullet time), or assist players in difficult operations (such as "Super Mario: Odyssey"'s accurate jump prompt).
- Case comparison: The difference in bullet time between film and television and games lies in "interaction" - the game requires both player operation feedback.
Multi-circumference and infinite loop
- Design Purpose: Extend life cycle (such as Dark Souls’ BOSS battle repeat challenges), or keep it fresh with randomly generated content (Roguelike game).
- Balance difficulties: "Repetitive traps" need to be avoided, such as "Genshin Impact" to achieve multi-circle appeal through random treasure brushing on maps.
2.3 Design principles of time mechanism
Target gradient effect
Maintain players' long-term interest through phased goals (such as World of Warcraft mission chain), which is similar to the "order-making psychology" in reality.
Symmetric and asymmetric time design
- symmetry(such as "Starcraft"): Balance the speed of resource acquisition between both sides, emphasizing tactics rather than luck;
- Asymmetry(For example, "Pac-Man"): Dynamically adjust time pressure through "Chasing - Escape" to create tension.
Hidden mechanism and dynamic balance
- Implicit time control: For example, in "The Legend of Zelda", the "physical engine" affects the movement of characters, and indirectly shapes combat strategies;
- Dynamic adjustment: The MOBA game maintains the fairness of the time mechanism through version updates (such as "League of Legends" Hero Rework).
2.4 Controversy and future trends
Abuse of time mechanisms
- Case: The "skill superposition" of the early "Honor of Kings" caused an imbalance in the later period and needed to be repaired through mechanism disassembly (such as cooling reduction upper limit).
- Solution: Combined with the "Behavior Validation" theory, predict the impact of player behavior on the timeline.
Direction of technological innovation
- Nonlinear temporal narrative: For example, the branch selection system of "Singular Life" combines real-time computing technology to achieve the "butterfly effect";
- Cross-media time synchronization: Such as "seasonal activities" that are linked to real time to enhance the sense of social ritual.