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"Why Games Are Fun: The Secrets of Game Design" Reading Notes (2)

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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.