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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.
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Everybody wins! But, like, you know, mostly me.