![]() ![]() However, there are a few games that use alternative time-systems where the main story progresses regardless of the player's actions or presence, which creates a more realistic representation of how time and events work in real life. This creates an inaccurate and bizarre reflection of how time and events in the real world works. ![]() Everything remains in a somewhat static state until the player chooses to take an action-the game world revolves around the choices of the player. In most video games time does not have an impact on the progression of the game's main story without the player's interaction. Additionally, their relationist characterization of temporal frames supports analysis and design. These discussions illustrate how temporal frames are useful for gaining a more nuanced understanding of temporal phenomena in games. They use frames to analyze the real-time/turn-based distinction, various temporal anomalies, and temporal manipulations as a form of gameplay. The authors discuss four common temporal frames: real-world time (events taking place in the physical world), gameworld time (events within the represented gameworld, including events associated with gameplay actions), coordination time (events that coordinate the actions of players and agents), and fictive time (applying sociocultural labels to events, as well as narrated event sequences). A temporal frame is a set of events, along with the temporality induced by the relationships between those events. ![]() This article introduces a conceptual tool for analyzing video game temporality, the temporal frame, and a methodology by which new temporal frames can be constructed as needed during analysis. ![]()
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