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Time is on Our Side, Yes it is
Time keeps ticking, ticking, ticking into the future and He was in the right place at the right time - are probably two of the best suited expressions to plainly explain the largely abstract concept of time. In reality, time is continuously marching on and every major event in a person's lifetime will happen in due time (That means that one day, VADAR will get laid. Keep hope alive! - Six). Everything happens when it happens, and if you happen to be in the right place at the right time, or, in the wrong place at the wrong time; you will either reap the benefits, or suffer the consequences of fate. Time is probably the most important concept of human existence - an unbeatable adversary; you cannot bend it, ignore it, embrace it or cheat it. So why has it been explored so little in single player video games?
Before I delve into the matter at hand, let me just say that MMORPGs and certain other multiplayer titles, which meant to emulate a persistent world similar to an actual reality, will not be the subject of my discussion in this article. Why? Because 'the events' that happen in an MMORPG world that are dependent on time - while important to the concept of human communication and interaction in a persistent virtual world - don't play any significant role in single player games. Secondly, multiplayer games, which are another perfect example of time dependent games, are not really the main focus of our discussion, as they too don't have much bearing on how we play single player games.
Many single player games are different. Instead of depending on the passing of time, and building key events around a schedule that must be executed in a certain time period, the developers, in most cases, disregard time, or include it as a purely cosmetic addition. Single player games are usually based on scripted events. It's as though the passing of time is triggered once we hit a switch, or stand in a pink circle (in GTA: Vice City - the reference game in this article - 2Lions). An event is triggered, and then, we might be tasked to do something in a certain amount of time, or simply do something regardless of how long it takes us to get the job done. In the meantime, even though the minutes tick away on screen, the world is at a virtual standstill. All the key actors are waiting for you in limbo, waiting for one scripted event to finish so that another one can start.
So is this good or bad for gameplay?
The concept of scripted events has its good and bad sides. The good side is, of course, its simplicity. Imagine how hard it would be to program a single player game where time was persistent and the key events that advance the plot were outside of the player's direct control - which is exactly how it is in real life. Miss your flight and you'll have to wait a while to catch another one, or worse yet, you won't even make it to sunny Barbados. Translate the same situation to a video game - what if you were in a game, you got lost on the map, and never made it to the airport? Would that prevent a whole series of important gameplay events from ever happening? No one can predict everything that can happen in life, and so, no one can predict what players might do in a video game. It would be virtually impossible to make a persistent single player world that consists solely of time dependent events. No one could pull that off - at least not yet - just as no one could actually make a game that is so vast it can truly emulate a modern urban environment (go anywhere, do anything).
Still, this is hardly the end of the world for game developers, and I think there is still hope for those programmers who want to make time a bigger factor in their single player games. Here's an example: Tommy Vercetti is supposed to meet up with a drug dealer in one of the missions in GTA: Vice City to buy some smack. The game requires these two to meet in order for the player to proceed further, and there is nothing wrong with that. But, let's suppose Tommy decides to fool around a bit first; for a couple of hours, or even a day or two. Why not make it so that the drug dealer has a certain simplistic timeline of his own. He likes to sell drugs at the corner at 3pm; then he goes to a nearby motel and feels up some hookers, before he heads out to do some damage at the local bar. Wouldn't it be cool if the developers included those simplistic time dependant routines that repeat for two days, and an abundance of clues at the corner where the drug dealer does his business for Tommy to pick up on if he's indeed late? Each of these time dependent meetings with the drug dealer could be slightly different. Tommy could get in a fight at the bar, or decide whether or not he wants to interrupt the dealer's meeting with the hooker at the motel... Further more, if Tommy is more than two days late, things could get even trickier and he might have to bust the drug dealer out of jail - but since he's promised to deliver the goods to the Scottish rock band (play the game and you'll know what I'm talking about) in no more than two days, and his deadline is about to expire, he will have to race his ass off to get the goods to the Scottish rockers in time. Suppose he races his ass off and still arrives at the agreed meeting point with the rockers thirty minutes late. Then suppose that the Scottish rock stars had their own simplistic timeline, and there were plenty of clues left behind for Tommy to figure out where they could've gone next. We could even take this idea a bit further and make it so that some nonessential events that Tommy could've accepted if he hadn't promised to buy dope for the rock stars are not available any more, since he'd been tardy. We could even make the plot nonlinear by alternating it somewhat depending on the time it took Tommy to finish the mission. We could alternate it in a major way, or just slightly change it so that the player gets the illusion of the passing of real time in a persistent world.
The abovementioned example doesn't in any way represent a good attempt at simulating a persistent world. It does, however, create an illusion of the passing of time in a single player game - just like you create an illusion of exploration in a game world. For one, such a concept is not that hard to pull off in terms of game design; yes, it takes a bit of extra effort, but not much more than what already goes into expanding the game world in terms of accessible areas to explore - working on the exploration factor. With the mighty addition of the save game option the player is given the chance to control time, and yet, in a way, the game time is ever so slightly controlling him. The benefits of such a concept are that players are given a greater sense of immersion and that the game's replay value goes beyond simple exploration incentives like finding a secret area or a secret level. Players are given whole new "secret" areas by replaying some of the events at different times or in different time intervals. The point is that you cannot overcome the scripted nature of a single player game no matter what you try. You cannot program in vain and predict all the possible actions that players might take. You can, however, expand gameplay by making the concept of time a more important factor than it was so far - used as a simple timer in mini-games or whatnot. You have to make it apparent to the players that, at least to a degree, their actions, and the time it takes them to perform those actions, cause a certain effect on some other immediate events or key actors in the game. We've seen a good example of this; or a valid attempt anyway; in the latest Elite Force game. It's very unfortunate, however, that the developers didn't work on it more.
The concept of the causality of time can be used for more things in video games than just setting a timer for mini-games or representing the day and night cycles. It can be used to expand the gameplay, and add more replayability that is not strictly bound to the key events or undiscovered areas. It's like another dimension in an attempt to create a deceivingly real and immersive single player game world.
| ReDeeMeR | [mail] Jul 22 2003, 09:27 am EDT | |
| The only game I oculd think of with actualy *Time* in it is Baldur's Gate II, the romances were based on real-time also some NPS appeared to talk to you based on time. Damn that game owns | ||
| MrBored | [mail] Jul 22 2003, 02:02 pm EDT | |
| yeah, flashpoint ownz all you mofo's, it had different moon phases, and seasons. depending on which season you were in the sun would set at different times... ph34r. it also had time based triggers along with action based ones, very cool. | ||
| WhoGivesARatsAss | [mail] Jul 22 2003, 09:34 pm EDT | |
| you really hated VC didnt ya.. speak it up punk.. DIDNT YA! lame jokes aside.. the article does have bearing to game design and does provide a new dimension to games.. i just hope someone (read developers) actually read this and implement it.. atleast for test purposes even.. |
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| 2lions | [STAFF] [mail] Jul 23 2003, 12:59 am EDT | |
| Fat chance of that happening! :) | ||
| fatBastard(); | [mail] Jul 23 2003, 02:43 am EDT | |
| I'm surprised nobody has mentioned either of the Gothic games yet. In both of them basically every single NPC has his or her own time schedule (it is more advanced in the sequel but it is there in the original as well). If you want to visit your favorite merchant during business hours he/she is right there at the stall. If you come by in the evening he/she might be having a beer or smoking some pipe weed with the rest of the merchants at a nearby tavern and if you come by at night, he/she will be counting sheep in the inn. This is not just for show, however, as many houses are next to impossible to get into (without alerting the town guards) while the owners/neighbours are awake and can therefore only be entered at night when everyone is asleep ... or the other way around. |
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| WhoGivesARatsAss | [mail] Jul 23 2003, 05:36 am EDT | |
| have to play gothic 2 yet.. its available but i just didnt get it.. prolly today or somethin! | ||
| sttuffy | [mail] Jul 23 2003, 06:14 am EDT | |
| While I think the article makes a number of interesting points, and games that had real time based interactivity would make for a more realistic experience, I think using GTA:VC as an example wasn't the best idea. There is so much "other stuff" to do in that game that is encouraged by the developers, from driving a motorcycle around looking for jumps to going on rampages. I think in VC it is nice to just fiddle around until you feel like doing a mission. But for games where there is much more emphasis on just finishing the game, having time be an element is a great idea. | ||
| ReDeeMeR | [mail] Jul 23 2003, 07:53 am EDT | |
| Dungeon Keeper I-II had some real-time based events | ||
| Nighthawk | [mail] Jul 23 2003, 11:12 am EDT | |
| There is one game that I can recall that adheres more to a real time clock than any other I can think of and that is Ultima 7 - The Black Gate. That game had all of the ideas the author was talking about. All events in the game revolved around a clock. Wanted to buy something, you better be in the store before closing time. After hours you would find the shopkeepers in their own houses cooking dinner and at night they would be asleep leaving their stores ripe for some thieving action. In the morning you would find characters going to church and then finally opening up their store again. A lot of quests in the game also revolved around real time. If you had to talk to someone you had to track them down based on how they performed their daily routine. At night they may be sleeping in the morning you may find them in the local church. If you had until 9:00 to find someone and you missed the time, that quest was failed. Sure you could still talk to the guy if you ran into him but you wouldn't be rewarded for the task. Guards roamed the streets at night but were in bed during daylight hours. None of the tasks that progressed the game were time based however but involved tasks such as find out who killed this guy and then you can leave town type of quests. This game stands out in my mind more because of the way it handled time than any other aspect. It was simply amazing. I wished that Morrowind followed this method because going into a shop at midnight to buy supplies and seeing the same people on the streets at 12:00 PM as 12:00 AM killed it for me. -Nighthawk |
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| Trustkill | [mail] Jul 23 2003, 12:12 pm EDT | |
| I think you guys are missing the point of the article. Your examples are valid to a point, but they fall into the catagory that 2Lions labeled as "illusions" of the passage of time. It is more than just where a character model is at a certain time, following a simple AI routine. This is about creating a more complex AI that has more on its agenda than following randomized paths. It wouldn't really be THAT difficult to pull off, it's the amount of extra programming time that is required to add all of these new routines that would turn off a publisher or whoever is funding the project. To realisticly implement that much information into a game, you would have to double the size of the development team and have a project lead that could multitask like a motherfucker. For the amount of resources put into Duke: Forever, this game better be like the game in the movie Brainscan. | ||
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