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Clockwork Games and Time Loops

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    Hi, I’m Mark Brown and this is Game Maker’s
    Toolkit.
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    Most video games have a very strange sense
    of time, if you really think about.
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    There are day and night cycles with sunsets
    and sunrises.
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    And some characters go to bed when it’s
    dark and get up when it’s light.
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    But in general, time stands still - with characters
    stuck in a bizarre stasis until you make some
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    kind of action.
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    So the bad guys of Gotham City will dutifully
    wait for Batman to finish up his side missions
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    before causing anymore carnage, and kidnapped
    characters will sit tight until you get around
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    to rescuing them.
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    But there are a few games that decide to do
    something different and actually simulate
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    events in real time - with characters moving
    on schedules, and events playing out automatically
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    at set moments.
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    I want to call these “real-time games”,
    but that’s a bit confusing.
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    So let’s call them clockwork games, instead.
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    And it turns out that there are some striking
    benefits to this approach.
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    Over the summer, I played through Outer Wilds
    which is an interstellar archeology game where
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    you bounce between planets in a rickety wooden
    ship, seeking answers about your miniature
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    universe.
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    And what makes this game truly special is
    the way the entire solar system is constantly
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    changing as time goes on.
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    Take this pair of planets, which is known
    as the hourglass twins.
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    At the start of the game, the Ash Twin is
    covered in a thick layer of impenetrable sand.
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    While on the Ember Twin, you can explore a
    network of underground tunnels.
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    Over time, though, the sand shifts from one
    planet to another, permanently closing off
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    the tunnels on Ember - but revealing a bunch
    of towers on the surface of Ash.
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    Likewise, the planet of Brittle Hollow starts
    off intact, but slowly disintegrates as it
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    gets sucked into a black hole.
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    And a wandering comet makes its merry way
    around the solar system.
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    This has some fascinating ramifications.
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    For one, as the Outer Wilds devs have said,
    this adds an extra dimension to exploration
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    by making “when” players explore just
    as important as “where”.
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    You can’t only think about the world in
    a spatial sense, but also have to consider
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    it in a temporal sense as areas you want to
    explore might be blocked off by the time you
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    reach them, while others might not be accessible
    until much later on.
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    The other advantage is that it makes the world
    feel natural and dynamic, because the world
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    is always changing.
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    Of course, open world games do see changes
    - Megaton can be wiped off the Capital Wasteland
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    in Fallout 3, and Tarrey Town can be built
    from the ground up in Breath of the Wild.
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    But these things always happen in response
    to choices and decisions that you make.
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    Instead, by having things follow a clock,
    the world moves on regardless of your choices,
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    progress, or even your existence.
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    If Outer Wilds wanted to capture the cosmic
    indifference of the universe, following a
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    clock was definitely the best way to do it.
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    Another series that works in real time is
    Dead Rising.
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    In these games, or, at least, the good ones
    - you’re constantly watching the clock,
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    as events happen at specific times - and will
    go on without you if you’re not paying attention
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    to your watch.
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    Some events are missable - like survivors
    who call out for help, but get eaten by zombies
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    if you’re not fast enough.
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    Others are more critical, like how you need
    to give Stacey a top-up of Zombrex every 24 hours.
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    And so, despite being a game about brain-eating,
    undead monsters, Dead Rising manages to make
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    the clock your most nightmarish monster.
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    Time pressures add a sense of urgency and
    peril to proceedings because you can’t just
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    get around to saving survivors when you feel
    like it - you’ve got to get to them now.
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    And choosing to save one person over another
    actually has consequences, because there literally
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    isn’t enough time to save both.
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    This turns time into a valuable resource,
    which must be carefully managed just like
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    ammo and health.
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    Darting into a shop to explore for resources
    might be a smart move, or it might be a time-wasting
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    detour.
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    And learning routes, shortcuts, and memorising
    fast-travel points can really help you maximise
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    your minutes.
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    Every decision you make matters because you’re
    always spending your most precious currency: time.
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    The thing about making a clockwork game, though,
    is that time can’t exactly go on forever.
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    Developers can’t just endlessly simulate
    events and character schedules.
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    And certain events simply can’t be missed
    if you want to create a coherent story.
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    And so most of these games have some kind
    of fixed end point.
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    After playing Outer Wilds for 22 minutes, the sun goes
    supernova, and destroys everything in sight.
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    In Dead Rising, Frank’s helicopter will
    return after 72 hours - 6 hours in real world time.
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    And in Majora’s Mask - which is perhaps,
    the quintessential clockwork game - the moon
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    will crash into the earth in three days time
    - about an hour of real world time, on the
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    default speed.
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    And at that point, the most common thing to
    do is to take inspiration from the movie Groundhog
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    Day and just make time loop back around to
    the start.
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    Hi, I’m Mark Brown and this is Game Maker’s
    Toolkit.
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    Time loops can be a very clever gameplay system.
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    Take The Sexy Brutale, which is a murder mystery
    game that is set in a hotel that runs on predictable
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    clockwork schedules.
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    In the very first part of the game, Reginald
    Sixpence is shot and killed with a rifle,
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    by a mysterious masked man.
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    But when time loops back around, you can plop
    a blank cartridge into the gun - providing
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    the knock-on effect of saving Sixpence’s
    life.
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    So the loop becomes a key part of the gameplay
    structure, as you learn information over repeated
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    viewings of the murder, and then throw a spanner
    in the works by manipulating the scene at
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    the exact right point in time.
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    The time loop presents a clockwork puzzle
    to solve, which is all about learning a sequence
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    of events, and then using that information
    to your advantage.
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    A similar system exists in the Shakespearean
    clockwork adventure game, Elsinore.
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    Here, you play as Ophelia and over the space
    of a few days, Hamlet kills your father, and
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    a mysterious assassin ends your life.
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    Luckily, time loops back around.
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    And this time, armed with foreknowledge of
    what’s going to happen and a handy timeline
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    menu screen, you can convince and manipulate
    characters to do different things.
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    In this loop, I gave Hamlet evidence of his
    mother’s infidelity, and his uncle’s murderous
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    confession - which ended with Hamlet being
    killed in a duel against the king - and my
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    father’s safety.
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    It’s not just the clockwork puzzle that
    endeared me to the game, though: I realised
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    that the safety net of the time loop gave
    me the freedom to experiment with all sorts
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    of approaches and ideas.
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    Because if they didn’t quite work, well,
    I’ll just try again in a few minutes - and
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    maybe with some handy new knowledge to use
    in future playthroughs.
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    In other games, the loop is something to be
    mastered and maximised.
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    In Minit, the time loop is the shortest of
    all: just sixty seconds, and definitely not
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    long enough to complete an entire Zelda-like
    adventure game.
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    But by creating new start points, finding
    new tools, opening up shortcuts, and speedrunning
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    across the map, you’ll eventually be able
    to finish the game within that minute-long
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    loop.
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    Similarly, there’s the under-the-radar Metroidvania
    Vision Soft Reset, where you’re given just
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    20 minutes to save a planet from destruction.
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    Here, checkpoints act like bookmarks on a
    timeline: instead of fast travelling around
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    the map, you’re actually rewinding time
    to earlier moments in your adventure.
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    Some stuff comes with you, like new abilities
    and passwords.
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    Other stuff, like extra heart containers,
    don’t survive the rewind, and must be picked
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    up anew if you want them.
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    Part of the thrill of the game is carefully
    maximising the creation of new bookmarks.
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    For example, at one point in the game i ventured
    deep within the planet to power up a machine,
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    and then worked my way back up to the surface.
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    All in all, the round trip left me with just
    12 minutes to spare, which would make the
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    rest of the game a bit of a tight squeeze/
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    So I did it again, this time racing my way
    to the machine and back, now with experience
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    and a filled-in map to help me.
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    I got back with 16 minutes on the clock, and
    saved a bookmark with plenty of time to spare.
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    That felt pretty good.
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    When it comes to designing one of these loops,
    a key question is length.
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    Outer Wilds designer and producer Loan Verneau
    has said “we wanted to keep things short
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    enough [that] failure and death did not feel
    frustrating, but we also didn't want the player
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    to feel like they were constantly on a time
    limit”.
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    Also, if players are expected to build a mental
    model of the timeline, it needs to be relatively short.
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    A short timer should also be combined with
    a compressed world size - so no matter where
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    you go, you’ll find something interesting
    within the time limit.
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    Minit is carefully designed so that everything
    is reachable within a few seconds, leading
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    to a densely packed world that spills off
    in all directions.
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    The time loop is certainly a handy mechanic,
    then.
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    It wraps a nasty design problem up with a
    rather attractive bow, and creates cool new
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    consequences for the player with clockwork
    puzzles, freedom to experiment, and temporal
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    mastery.
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    These are some fantastic games, and more are
    on the way, such as the one-room mystery game
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    12 Minutes, and Deathloop - which comes from
    the developers of Dishonored.
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    But a time loop is, ultimately, a contrivance.
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    It’s a gimmicky solution that calls attention
    to itself in a very loud way.
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    And while I think that’s fine, it ultimately
    won’t work in every type of game, or fit
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    every type of narrative.
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    And so, I’m left wondering if we can create
    more clockwork games, but without the loop.
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    Well, one idea is to use smaller, less obvious
    loops that don’t rip you out of the simulation
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    when they repeat.
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    Hitman levels are made up of lots of small
    loops, with characters on repeated schedules
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    that might take five or ten minutes to repeat.
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    This gives a pretty convincing emulation of
    reality, but without the messiness of a complete
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    level-wide time loop.
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    And another solution might be to investigate
    systemic and randomised events that aren’t
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    handcrafted by the developer, and therefore
    can go on forever.
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    Things like the weather effects in Zelda and
    MGS 5 provide that feeling of time moving
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    on, outside of your control.
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    Likewise, traffic patterns in open world games
    and characters in simulations all use simple
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    rules and interconnectivity to create the
    illusion of reality, without the need for
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    absolute clockwork choreography.
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    See this video for more on that.
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    But for something more radical, let me tell
    you about a section in Deus Ex: Human Revolution.
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    At the beginning of the game, you’re told
    that you need to hop on a helicopter and whizz
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    off to an office block to save some hostages.
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    Now, you’d be remiss for thinking that those
    terrorists will happily wait around forever
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    and won’t do a thing until you get there.
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    That is how time works in most games, after
    all.
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    But, actually, no.
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    If Jensen is a bit, uhm, busy and waits around
    for too long, most of the hostages will be lost
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    SARIF: "Eight people Adam.
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    Eight good men and women whose only crime
    was to come to work today.
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    And those so-called pro-human purists slaughtered
    them.”
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    Letting the hostages get killed doesn’t
    lead to a game over of any sorts.
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    But your inaction does change the story and
    your relationship with other characters - if
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    only a tiny bit.
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    And so maybe this proves that it’s okay
    for games to be serious when they say that
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    you only have a certain amount of time to
    do certain tasks - provided that the punishment
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    for not getting there in time is simply a
    change in the story to reflect your inaction,
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    or perhaps just leads to you missing some
    content altogether.
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    And here’s the thing: modern games already
    have so much filler content, that I don’t
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    think it would matter much if some players
    completely missed it because they were too
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    busy doing other things.
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    So imagine a Batman or Spider-Man game where
    crimes are taking place in real-time, and
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    as a superhero you’ve got to make the call
    of which criminals to chase down - and which
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    ones you’re going to have to miss.
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    Of course, such a system can’t be implemented
    lightly.
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    Time limits are understandably controversial
    among players, for the way they put pressure
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    and stress on your shoulders.
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    And for many, the idea that game content can
    be missed goes against the completionist nature
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    of slowly and methodically completing every
    task on a map.
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    So I understand if this sounds like the worst
    idea imaginable.
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    But still, given the unique advantages of
    clockwork games, perhaps time could be the
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    missing ingredient needed to spice up these
    samey and static open world games we keep seeing.
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    Lemme know your thoughts in the comments below.
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    Hey, thanks for watching. Tell me about your
    favourite clockwork games in the comments.
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    Did you know that you can support GMTK when
    you buy games on the Epic Game Store by using
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    the creator tag GMTOOLKIT?
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    You don’t pay a penny extra, but Epic gives
    me some cash, for some reason.
  • 13:31 - 13:34
    Everybody wins! But, like, you know, mostly me.
Title:
Clockwork Games and Time Loops
Description:

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Video Language:
English
Duration:
13:35

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