[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:03.84,0:00:08.88,Default,,0000,0000,0000,,Hi, I’m Mark Brown and this is Game Maker’s\NToolkit. Dialogue: 0,0:00:08.88,0:00:14.64,Default,,0000,0000,0000,,Most video games have a very strange sense\Nof time, if you really think about. Dialogue: 0,0:00:14.64,0:00:19.52,Default,,0000,0000,0000,,There are day and night cycles with sunsets\Nand sunrises. Dialogue: 0,0:00:19.52,0:00:23.39,Default,,0000,0000,0000,,And some characters go to bed when it’s\Ndark and get up when it’s light. Dialogue: 0,0:00:23.39,0:00:30.12,Default,,0000,0000,0000,,But in general, time stands still - with characters\Nstuck in a bizarre stasis until you make some Dialogue: 0,0:00:30.12,0:00:31.45,Default,,0000,0000,0000,,kind of action. Dialogue: 0,0:00:31.45,0:00:36.51,Default,,0000,0000,0000,,So the bad guys of Gotham City will dutifully\Nwait for Batman to finish up his side missions Dialogue: 0,0:00:36.51,0:00:42.12,Default,,0000,0000,0000,,before causing anymore carnage, and kidnapped\Ncharacters will sit tight until you get around Dialogue: 0,0:00:42.12,0:00:43.18,Default,,0000,0000,0000,,to rescuing them. Dialogue: 0,0:00:43.18,0:00:48.10,Default,,0000,0000,0000,,But there are a few games that decide to do\Nsomething different and actually simulate Dialogue: 0,0:00:48.10,0:00:53.94,Default,,0000,0000,0000,,events in real time - with characters moving\Non schedules, and events playing out automatically Dialogue: 0,0:00:53.94,0:00:55.03,Default,,0000,0000,0000,,at set moments. Dialogue: 0,0:00:55.03,0:00:58.71,Default,,0000,0000,0000,,I want to call these “real-time games”,\Nbut that’s a bit confusing. Dialogue: 0,0:00:58.71,0:01:01.41,Default,,0000,0000,0000,,So let’s call them clockwork games, instead. Dialogue: 0,0:01:01.41,0:01:06.78,Default,,0000,0000,0000,,And it turns out that there are some striking\Nbenefits to this approach. Dialogue: 0,0:01:06.78,0:01:11.83,Default,,0000,0000,0000,,Over the summer, I played through Outer Wilds\Nwhich is an interstellar archeology game where Dialogue: 0,0:01:11.83,0:01:16.50,Default,,0000,0000,0000,,you bounce between planets in a rickety wooden\Nship, seeking answers about your miniature Dialogue: 0,0:01:16.50,0:01:17.71,Default,,0000,0000,0000,,universe. Dialogue: 0,0:01:17.71,0:01:22.94,Default,,0000,0000,0000,,And what makes this game truly special is\Nthe way the entire solar system is constantly Dialogue: 0,0:01:22.94,0:01:25.42,Default,,0000,0000,0000,,changing as time goes on. Dialogue: 0,0:01:25.42,0:01:30.20,Default,,0000,0000,0000,,Take this pair of planets, which is known\Nas the hourglass twins. Dialogue: 0,0:01:30.20,0:01:36.54,Default,,0000,0000,0000,,At the start of the game, the Ash Twin is\Ncovered in a thick layer of impenetrable sand. Dialogue: 0,0:01:36.54,0:01:41.48,Default,,0000,0000,0000,,While on the Ember Twin, you can explore a\Nnetwork of underground tunnels. Dialogue: 0,0:01:41.48,0:01:46.75,Default,,0000,0000,0000,,Over time, though, the sand shifts from one\Nplanet to another, permanently closing off Dialogue: 0,0:01:46.75,0:01:52.10,Default,,0000,0000,0000,,the tunnels on Ember - but revealing a bunch\Nof towers on the surface of Ash. Dialogue: 0,0:01:52.10,0:01:58.39,Default,,0000,0000,0000,,Likewise, the planet of Brittle Hollow starts\Noff intact, but slowly disintegrates as it Dialogue: 0,0:01:58.39,0:02:00.85,Default,,0000,0000,0000,,gets sucked into a black hole. Dialogue: 0,0:02:00.85,0:02:04.96,Default,,0000,0000,0000,,And a wandering comet makes its merry way\Naround the solar system. Dialogue: 0,0:02:04.96,0:02:06.75,Default,,0000,0000,0000,,This has some fascinating ramifications. Dialogue: 0,0:02:06.75,0:02:13.79,Default,,0000,0000,0000,,For one, as the Outer Wilds devs have said,\Nthis adds an extra dimension to exploration Dialogue: 0,0:02:13.79,0:02:18.47,Default,,0000,0000,0000,,by making “when” players explore just\Nas important as “where”. Dialogue: 0,0:02:18.47,0:02:22.99,Default,,0000,0000,0000,,You can’t only think about the world in\Na spatial sense, but also have to consider Dialogue: 0,0:02:22.99,0:02:28.09,Default,,0000,0000,0000,,it in a temporal sense as areas you want to\Nexplore might be blocked off by the time you Dialogue: 0,0:02:28.09,0:02:32.40,Default,,0000,0000,0000,,reach them, while others might not be accessible\Nuntil much later on. Dialogue: 0,0:02:32.40,0:02:37.50,Default,,0000,0000,0000,,The other advantage is that it makes the world\Nfeel natural and dynamic, because the world Dialogue: 0,0:02:37.50,0:02:38.70,Default,,0000,0000,0000,,is always changing. Dialogue: 0,0:02:38.70,0:02:44.26,Default,,0000,0000,0000,,Of course, open world games do see changes\N- Megaton can be wiped off the Capital Wasteland Dialogue: 0,0:02:44.26,0:02:49.11,Default,,0000,0000,0000,,in Fallout 3, and Tarrey Town can be built\Nfrom the ground up in Breath of the Wild. Dialogue: 0,0:02:49.11,0:02:54.61,Default,,0000,0000,0000,,But these things always happen in response\Nto choices and decisions that you make. Dialogue: 0,0:02:54.61,0:03:00.13,Default,,0000,0000,0000,,Instead, by having things follow a clock,\Nthe world moves on regardless of your choices, Dialogue: 0,0:03:00.13,0:03:02.68,Default,,0000,0000,0000,,progress, or even your existence. Dialogue: 0,0:03:02.68,0:03:07.49,Default,,0000,0000,0000,,If Outer Wilds wanted to capture the cosmic\Nindifference of the universe, following a Dialogue: 0,0:03:07.49,0:03:11.15,Default,,0000,0000,0000,,clock was definitely the best way to do it. Dialogue: 0,0:03:11.15,0:03:14.62,Default,,0000,0000,0000,,Another series that works in real time is\NDead Rising. Dialogue: 0,0:03:14.62,0:03:18.68,Default,,0000,0000,0000,,In these games, or, at least, the good ones\N- you’re constantly watching the clock, Dialogue: 0,0:03:18.68,0:03:23.53,Default,,0000,0000,0000,,as events happen at specific times - and will\Ngo on without you if you’re not paying attention Dialogue: 0,0:03:23.53,0:03:24.99,Default,,0000,0000,0000,,to your watch. Dialogue: 0,0:03:24.99,0:03:29.67,Default,,0000,0000,0000,,Some events are missable - like survivors\Nwho call out for help, but get eaten by zombies Dialogue: 0,0:03:29.67,0:03:31.45,Default,,0000,0000,0000,,if you’re not fast enough. Dialogue: 0,0:03:31.45,0:03:37.50,Default,,0000,0000,0000,,Others are more critical, like how you need\Nto give Stacey a top-up of Zombrex every 24 hours. Dialogue: 0,0:03:37.50,0:03:43.84,Default,,0000,0000,0000,,And so, despite being a game about brain-eating,\Nundead monsters, Dead Rising manages to make Dialogue: 0,0:03:43.85,0:03:47.26,Default,,0000,0000,0000,,the clock your most nightmarish monster. Dialogue: 0,0:03:47.26,0:03:51.52,Default,,0000,0000,0000,,Time pressures add a sense of urgency and\Nperil to proceedings because you can’t just Dialogue: 0,0:03:51.52,0:03:56.26,Default,,0000,0000,0000,,get around to saving survivors when you feel\Nlike it - you’ve got to get to them now. Dialogue: 0,0:03:56.26,0:04:01.26,Default,,0000,0000,0000,,And choosing to save one person over another\Nactually has consequences, because there literally Dialogue: 0,0:04:01.26,0:04:03.79,Default,,0000,0000,0000,,isn’t enough time to save both. Dialogue: 0,0:04:03.79,0:04:08.07,Default,,0000,0000,0000,,This turns time into a valuable resource,\Nwhich must be carefully managed just like Dialogue: 0,0:04:08.07,0:04:09.40,Default,,0000,0000,0000,,ammo and health. Dialogue: 0,0:04:09.40,0:04:14.38,Default,,0000,0000,0000,,Darting into a shop to explore for resources\Nmight be a smart move, or it might be a time-wasting Dialogue: 0,0:04:14.38,0:04:15.38,Default,,0000,0000,0000,,detour. Dialogue: 0,0:04:15.38,0:04:20.31,Default,,0000,0000,0000,,And learning routes, shortcuts, and memorising\Nfast-travel points can really help you maximise Dialogue: 0,0:04:20.31,0:04:21.75,Default,,0000,0000,0000,,your minutes. Dialogue: 0,0:04:21.75,0:04:29.93,Default,,0000,0000,0000,,Every decision you make matters because you’re\Nalways spending your most precious currency: time. Dialogue: 0,0:04:29.93,0:04:35.86,Default,,0000,0000,0000,,The thing about making a clockwork game, though,\Nis that time can’t exactly go on forever. Dialogue: 0,0:04:35.86,0:04:39.68,Default,,0000,0000,0000,,Developers can’t just endlessly simulate\Nevents and character schedules. Dialogue: 0,0:04:39.68,0:04:44.44,Default,,0000,0000,0000,,And certain events simply can’t be missed\Nif you want to create a coherent story. Dialogue: 0,0:04:44.44,0:04:48.52,Default,,0000,0000,0000,,And so most of these games have some kind\Nof fixed end point. Dialogue: 0,0:04:48.52,0:04:55.96,Default,,0000,0000,0000,,After playing Outer Wilds for 22 minutes, the sun goes \Nsupernova, and destroys everything in sight. Dialogue: 0,0:04:55.96,0:05:02.92,Default,,0000,0000,0000,,In Dead Rising, Frank’s helicopter will\Nreturn after 72 hours - 6 hours in real world time. Dialogue: 0,0:05:02.92,0:05:07.18,Default,,0000,0000,0000,,And in Majora’s Mask - which is perhaps,\Nthe quintessential clockwork game - the moon Dialogue: 0,0:05:07.18,0:05:12.16,Default,,0000,0000,0000,,will crash into the earth in three days time\N- about an hour of real world time, on the Dialogue: 0,0:05:12.16,0:05:13.17,Default,,0000,0000,0000,,default speed. Dialogue: 0,0:05:13.17,0:05:19.07,Default,,0000,0000,0000,,And at that point, the most common thing to\Ndo is to take inspiration from the movie Groundhog Dialogue: 0,0:05:19.07,0:05:26.32,Default,,0000,0000,0000,,Day and just make time loop back around to\Nthe start. Dialogue: 0,0:05:26.32,0:05:31.34,Default,,0000,0000,0000,,Hi, I’m Mark Brown and this is Game Maker’s\NToolkit. Dialogue: 0,0:05:31.34,0:05:34.42,Default,,0000,0000,0000,,Time loops can be a very clever gameplay system. Dialogue: 0,0:05:34.42,0:05:39.67,Default,,0000,0000,0000,,Take The Sexy Brutale, which is a murder mystery\Ngame that is set in a hotel that runs on predictable Dialogue: 0,0:05:39.67,0:05:41.45,Default,,0000,0000,0000,,clockwork schedules. Dialogue: 0,0:05:41.45,0:05:46.69,Default,,0000,0000,0000,,In the very first part of the game, Reginald\NSixpence is shot and killed with a rifle, Dialogue: 0,0:05:46.69,0:05:49.43,Default,,0000,0000,0000,,by a mysterious masked man. Dialogue: 0,0:05:49.43,0:05:55.51,Default,,0000,0000,0000,,But when time loops back around, you can plop\Na blank cartridge into the gun - providing Dialogue: 0,0:05:55.51,0:06:01.08,Default,,0000,0000,0000,,the knock-on effect of saving Sixpence’s\Nlife. Dialogue: 0,0:06:01.08,0:06:06.77,Default,,0000,0000,0000,,So the loop becomes a key part of the gameplay\Nstructure, as you learn information over repeated Dialogue: 0,0:06:06.77,0:06:11.35,Default,,0000,0000,0000,,viewings of the murder, and then throw a spanner\Nin the works by manipulating the scene at Dialogue: 0,0:06:11.35,0:06:13.75,Default,,0000,0000,0000,,the exact right point in time. Dialogue: 0,0:06:13.75,0:06:18.28,Default,,0000,0000,0000,,The time loop presents a clockwork puzzle\Nto solve, which is all about learning a sequence Dialogue: 0,0:06:18.28,0:06:21.86,Default,,0000,0000,0000,,of events, and then using that information\Nto your advantage. Dialogue: 0,0:06:21.86,0:06:27.09,Default,,0000,0000,0000,,A similar system exists in the Shakespearean\Nclockwork adventure game, Elsinore. Dialogue: 0,0:06:27.09,0:06:32.35,Default,,0000,0000,0000,,Here, you play as Ophelia and over the space\Nof a few days, Hamlet kills your father, and Dialogue: 0,0:06:32.35,0:06:34.82,Default,,0000,0000,0000,,a mysterious assassin ends your life. Dialogue: 0,0:06:34.82,0:06:37.18,Default,,0000,0000,0000,,Luckily, time loops back around. Dialogue: 0,0:06:37.18,0:06:41.32,Default,,0000,0000,0000,,And this time, armed with foreknowledge of\Nwhat’s going to happen and a handy timeline Dialogue: 0,0:06:41.32,0:06:45.85,Default,,0000,0000,0000,,menu screen, you can convince and manipulate\Ncharacters to do different things. Dialogue: 0,0:06:45.85,0:06:50.87,Default,,0000,0000,0000,,In this loop, I gave Hamlet evidence of his\Nmother’s infidelity, and his uncle’s murderous Dialogue: 0,0:06:50.87,0:06:56.64,Default,,0000,0000,0000,,confession - which ended with Hamlet being\Nkilled in a duel against the king - and my Dialogue: 0,0:06:56.64,0:06:58.02,Default,,0000,0000,0000,,father’s safety. Dialogue: 0,0:06:58.02,0:07:02.75,Default,,0000,0000,0000,,It’s not just the clockwork puzzle that\Nendeared me to the game, though: I realised Dialogue: 0,0:07:02.75,0:07:07.30,Default,,0000,0000,0000,,that the safety net of the time loop gave\Nme the freedom to experiment with all sorts Dialogue: 0,0:07:07.30,0:07:09.25,Default,,0000,0000,0000,,of approaches and ideas. Dialogue: 0,0:07:09.25,0:07:13.33,Default,,0000,0000,0000,,Because if they didn’t quite work, well,\NI’ll just try again in a few minutes - and Dialogue: 0,0:07:13.33,0:07:17.80,Default,,0000,0000,0000,,maybe with some handy new knowledge to use\Nin future playthroughs. Dialogue: 0,0:07:17.80,0:07:21.63,Default,,0000,0000,0000,,In other games, the loop is something to be\Nmastered and maximised. Dialogue: 0,0:07:21.63,0:07:26.79,Default,,0000,0000,0000,,In Minit, the time loop is the shortest of\Nall: just sixty seconds, and definitely not Dialogue: 0,0:07:26.79,0:07:30.26,Default,,0000,0000,0000,,long enough to complete an entire Zelda-like\Nadventure game. Dialogue: 0,0:07:30.26,0:07:35.11,Default,,0000,0000,0000,,But by creating new start points, finding\Nnew tools, opening up shortcuts, and speedrunning Dialogue: 0,0:07:35.11,0:07:38.92,Default,,0000,0000,0000,,across the map, you’ll eventually be able\Nto finish the game within that minute-long Dialogue: 0,0:07:38.92,0:07:39.92,Default,,0000,0000,0000,,loop. Dialogue: 0,0:07:39.92,0:07:45.50,Default,,0000,0000,0000,,Similarly, there’s the under-the-radar Metroidvania\NVision Soft Reset, where you’re given just Dialogue: 0,0:07:45.50,0:07:47.82,Default,,0000,0000,0000,,20 minutes to save a planet from destruction. Dialogue: 0,0:07:47.82,0:07:53.03,Default,,0000,0000,0000,,Here, checkpoints act like bookmarks on a\Ntimeline: instead of fast travelling around Dialogue: 0,0:07:53.03,0:07:57.60,Default,,0000,0000,0000,,the map, you’re actually rewinding time\Nto earlier moments in your adventure. Dialogue: 0,0:07:57.60,0:08:00.92,Default,,0000,0000,0000,,Some stuff comes with you, like new abilities\Nand passwords. Dialogue: 0,0:08:00.93,0:08:05.45,Default,,0000,0000,0000,,Other stuff, like extra heart containers,\Ndon’t survive the rewind, and must be picked Dialogue: 0,0:08:05.45,0:08:07.83,Default,,0000,0000,0000,,up anew if you want them. Dialogue: 0,0:08:07.83,0:08:12.20,Default,,0000,0000,0000,,Part of the thrill of the game is carefully\Nmaximising the creation of new bookmarks. Dialogue: 0,0:08:12.20,0:08:17.51,Default,,0000,0000,0000,,For example, at one point in the game i ventured\Ndeep within the planet to power up a machine, Dialogue: 0,0:08:17.51,0:08:20.04,Default,,0000,0000,0000,,and then worked my way back up to the surface. Dialogue: 0,0:08:20.04,0:08:24.76,Default,,0000,0000,0000,,All in all, the round trip left me with just\N12 minutes to spare, which would make the Dialogue: 0,0:08:24.76,0:08:27.53,Default,,0000,0000,0000,,rest of the game a bit of a tight squeeze/ Dialogue: 0,0:08:27.53,0:08:32.93,Default,,0000,0000,0000,,So I did it again, this time racing my way\Nto the machine and back, now with experience Dialogue: 0,0:08:32.93,0:08:34.84,Default,,0000,0000,0000,,and a filled-in map to help me. Dialogue: 0,0:08:34.84,0:08:41.18,Default,,0000,0000,0000,,I got back with 16 minutes on the clock, and\Nsaved a bookmark with plenty of time to spare. Dialogue: 0,0:08:41.18,0:08:44.00,Default,,0000,0000,0000,,That felt pretty good. Dialogue: 0,0:08:44.00,0:08:48.74,Default,,0000,0000,0000,,When it comes to designing one of these loops,\Na key question is length. Dialogue: 0,0:08:48.75,0:08:53.64,Default,,0000,0000,0000,,Outer Wilds designer and producer Loan Verneau\Nhas said “we wanted to keep things short Dialogue: 0,0:08:53.64,0:08:58.17,Default,,0000,0000,0000,,enough [that] failure and death did not feel\Nfrustrating, but we also didn't want the player Dialogue: 0,0:08:58.17,0:09:01.00,Default,,0000,0000,0000,,to feel like they were constantly on a time\Nlimit”. Dialogue: 0,0:09:01.00,0:09:07.71,Default,,0000,0000,0000,,Also, if players are expected to build a mental\Nmodel of the timeline, it needs to be relatively short. Dialogue: 0,0:09:07.71,0:09:12.28,Default,,0000,0000,0000,,A short timer should also be combined with\Na compressed world size - so no matter where Dialogue: 0,0:09:12.28,0:09:15.98,Default,,0000,0000,0000,,you go, you’ll find something interesting\Nwithin the time limit. Dialogue: 0,0:09:15.98,0:09:20.22,Default,,0000,0000,0000,,Minit is carefully designed so that everything\Nis reachable within a few seconds, leading Dialogue: 0,0:09:20.22,0:09:25.81,Default,,0000,0000,0000,,to a densely packed world that spills off\Nin all directions. Dialogue: 0,0:09:25.81,0:09:28.71,Default,,0000,0000,0000,,The time loop is certainly a handy mechanic,\Nthen. Dialogue: 0,0:09:28.71,0:09:33.84,Default,,0000,0000,0000,,It wraps a nasty design problem up with a\Nrather attractive bow, and creates cool new Dialogue: 0,0:09:33.84,0:09:38.95,Default,,0000,0000,0000,,consequences for the player with clockwork\Npuzzles, freedom to experiment, and temporal Dialogue: 0,0:09:38.95,0:09:40.42,Default,,0000,0000,0000,,mastery. Dialogue: 0,0:09:40.42,0:09:45.38,Default,,0000,0000,0000,,These are some fantastic games, and more are\Non the way, such as the one-room mystery game Dialogue: 0,0:09:45.38,0:09:50.24,Default,,0000,0000,0000,,12 Minutes, and Deathloop - which comes from\Nthe developers of Dishonored. Dialogue: 0,0:09:50.34,0:09:53.58,Default,,0000,0000,0000,,But a time loop is, ultimately, a contrivance. Dialogue: 0,0:09:53.58,0:09:58.92,Default,,0000,0000,0000,,It’s a gimmicky solution that calls attention\Nto itself in a very loud way. Dialogue: 0,0:09:58.93,0:10:04.00,Default,,0000,0000,0000,,And while I think that’s fine, it ultimately\Nwon’t work in every type of game, or fit Dialogue: 0,0:10:04.00,0:10:05.90,Default,,0000,0000,0000,,every type of narrative. Dialogue: 0,0:10:05.90,0:10:11.39,Default,,0000,0000,0000,,And so, I’m left wondering if we can create\Nmore clockwork games, but without the loop. Dialogue: 0,0:10:11.39,0:10:16.87,Default,,0000,0000,0000,,Well, one idea is to use smaller, less obvious\Nloops that don’t rip you out of the simulation Dialogue: 0,0:10:16.87,0:10:17.88,Default,,0000,0000,0000,,when they repeat. Dialogue: 0,0:10:17.88,0:10:22.85,Default,,0000,0000,0000,,Hitman levels are made up of lots of small\Nloops, with characters on repeated schedules Dialogue: 0,0:10:22.85,0:10:25.69,Default,,0000,0000,0000,,that might take five or ten minutes to repeat. Dialogue: 0,0:10:25.69,0:10:30.38,Default,,0000,0000,0000,,This gives a pretty convincing emulation of\Nreality, but without the messiness of a complete Dialogue: 0,0:10:30.38,0:10:32.69,Default,,0000,0000,0000,,level-wide time loop. Dialogue: 0,0:10:32.69,0:10:37.66,Default,,0000,0000,0000,,And another solution might be to investigate\Nsystemic and randomised events that aren’t Dialogue: 0,0:10:37.66,0:10:41.62,Default,,0000,0000,0000,,handcrafted by the developer, and therefore\Ncan go on forever. Dialogue: 0,0:10:41.62,0:10:46.48,Default,,0000,0000,0000,,Things like the weather effects in Zelda and\NMGS 5 provide that feeling of time moving Dialogue: 0,0:10:46.48,0:10:48.61,Default,,0000,0000,0000,,on, outside of your control. Dialogue: 0,0:10:48.61,0:10:53.72,Default,,0000,0000,0000,,Likewise, traffic patterns in open world games\Nand characters in simulations all use simple Dialogue: 0,0:10:53.72,0:10:58.16,Default,,0000,0000,0000,,rules and interconnectivity to create the\Nillusion of reality, without the need for Dialogue: 0,0:10:58.16,0:11:00.52,Default,,0000,0000,0000,,absolute clockwork choreography. Dialogue: 0,0:11:00.52,0:11:02.93,Default,,0000,0000,0000,,See this video for more on that. Dialogue: 0,0:11:02.93,0:11:08.74,Default,,0000,0000,0000,,But for something more radical, let me tell\Nyou about a section in Deus Ex: Human Revolution. Dialogue: 0,0:11:08.74,0:11:12.58,Default,,0000,0000,0000,,At the beginning of the game, you’re told\Nthat you need to hop on a helicopter and whizz Dialogue: 0,0:11:12.58,0:11:15.15,Default,,0000,0000,0000,,off to an office block to save some hostages. Dialogue: 0,0:11:15.15,0:11:19.89,Default,,0000,0000,0000,,Now, you’d be remiss for thinking that those\Nterrorists will happily wait around forever Dialogue: 0,0:11:19.89,0:11:21.93,Default,,0000,0000,0000,,and won’t do a thing until you get there. Dialogue: 0,0:11:21.93,0:11:24.93,Default,,0000,0000,0000,,That is how time works in most games, after\Nall. Dialogue: 0,0:11:24.93,0:11:26.76,Default,,0000,0000,0000,,But, actually, no. Dialogue: 0,0:11:26.76,0:11:33.48,Default,,0000,0000,0000,,If Jensen is a bit, uhm, busy and waits around\Nfor too long, most of the hostages will be lost Dialogue: 0,0:11:33.52,0:11:35.56,Default,,0000,0000,0000,,SARIF: "Eight people Adam. Dialogue: 0,0:11:35.56,0:11:40.03,Default,,0000,0000,0000,,Eight good men and women whose only crime\Nwas to come to work today. Dialogue: 0,0:11:40.03,0:11:44.48,Default,,0000,0000,0000,,And those so-called pro-human purists slaughtered\Nthem.” Dialogue: 0,0:11:44.48,0:11:48.21,Default,,0000,0000,0000,,Letting the hostages get killed doesn’t\Nlead to a game over of any sorts. Dialogue: 0,0:11:48.21,0:11:53.34,Default,,0000,0000,0000,,But your inaction does change the story and\Nyour relationship with other characters - if Dialogue: 0,0:11:53.34,0:11:55.08,Default,,0000,0000,0000,,only a tiny bit. Dialogue: 0,0:11:55.08,0:11:59.27,Default,,0000,0000,0000,,And so maybe this proves that it’s okay\Nfor games to be serious when they say that Dialogue: 0,0:11:59.27,0:12:03.37,Default,,0000,0000,0000,,you only have a certain amount of time to\Ndo certain tasks - provided that the punishment Dialogue: 0,0:12:03.37,0:12:07.64,Default,,0000,0000,0000,,for not getting there in time is simply a\Nchange in the story to reflect your inaction, Dialogue: 0,0:12:07.64,0:12:11.12,Default,,0000,0000,0000,,or perhaps just leads to you missing some\Ncontent altogether. Dialogue: 0,0:12:11.12,0:12:14.89,Default,,0000,0000,0000,,And here’s the thing: modern games already\Nhave so much filler content, that I don’t Dialogue: 0,0:12:14.89,0:12:18.07,Default,,0000,0000,0000,,think it would matter much if some players\Ncompletely missed it because they were too Dialogue: 0,0:12:18.07,0:12:20.54,Default,,0000,0000,0000,,busy doing other things. Dialogue: 0,0:12:20.54,0:12:25.69,Default,,0000,0000,0000,,So imagine a Batman or Spider-Man game where\Ncrimes are taking place in real-time, and Dialogue: 0,0:12:25.69,0:12:29.76,Default,,0000,0000,0000,,as a superhero you’ve got to make the call\Nof which criminals to chase down - and which Dialogue: 0,0:12:29.76,0:12:32.25,Default,,0000,0000,0000,,ones you’re going to have to miss. Dialogue: 0,0:12:32.25,0:12:35.88,Default,,0000,0000,0000,,Of course, such a system can’t be implemented\Nlightly. Dialogue: 0,0:12:35.88,0:12:40.43,Default,,0000,0000,0000,,Time limits are understandably controversial\Namong players, for the way they put pressure Dialogue: 0,0:12:40.43,0:12:42.20,Default,,0000,0000,0000,,and stress on your shoulders. Dialogue: 0,0:12:42.20,0:12:47.50,Default,,0000,0000,0000,,And for many, the idea that game content can\Nbe missed goes against the completionist nature Dialogue: 0,0:12:47.50,0:12:50.99,Default,,0000,0000,0000,,of slowly and methodically completing every\Ntask on a map. Dialogue: 0,0:12:50.99,0:12:54.31,Default,,0000,0000,0000,,So I understand if this sounds like the worst\Nidea imaginable. Dialogue: 0,0:12:54.31,0:13:01.00,Default,,0000,0000,0000,,But still, given the unique advantages of\Nclockwork games, perhaps time could be the Dialogue: 0,0:13:01.00,0:13:07.53,Default,,0000,0000,0000,,missing ingredient needed to spice up these\Nsamey and static open world games we keep seeing. Dialogue: 0,0:13:07.53,0:13:10.80,Default,,0000,0000,0000,,Lemme know your thoughts in the comments below. Dialogue: 0,0:13:11.88,0:13:17.16,Default,,0000,0000,0000,,Hey, thanks for watching. Tell me about your\Nfavourite clockwork games in the comments. Dialogue: 0,0:13:17.16,0:13:22.77,Default,,0000,0000,0000,,Did you know that you can support GMTK when\Nyou buy games on the Epic Game Store by using Dialogue: 0,0:13:22.77,0:13:25.61,Default,,0000,0000,0000,,the creator tag GMTOOLKIT? Dialogue: 0,0:13:25.61,0:13:31.13,Default,,0000,0000,0000,,You don’t pay a penny extra, but Epic gives\Nme some cash, for some reason. Dialogue: 0,0:13:31.13,0:13:33.98,Default,,0000,0000,0000,,Everybody wins! But, like, you know, mostly me.