Timekeeping is relevant to many types of games, including video games, tabletop role-playing games, board games, and sports. The passage of time must be handled in a way that players find fair and easy to understand. In many games, this is done using real-time and/or turn-based timekeeping. In real-time games, time within the game passes continuously. However, in turn-based games, player turns represent a fixed duration within the game, regardless of how much time passes in the real world. Some games use combinations of real-time and turn-based timekeeping systems. Players debate the merits and flaws of these systems. There are also additional timekeeping methods, such as timelines and progress clocks.
Real-time
In real-time games, time progresses continuously. This may occur at the same or different rates from the passage of time in the real world. For example, in Terraria, one day-night cycle of 24 hours in the game is equal to 24 minutes in the real world. In a multiplayer real-time game, players perform actions simultaneously as opposed to in sequential units or turns. In competitive games, players must consider that their opponents are working against them in real time and may act at any moment. This introduces additional challenges. Many sports, such as soccer or basketball, are almost entirely simultaneous in nature, retaining a limited notion of turns in specific instances, such as the free kick in soccer and the free throw and shot clock in basketball. In the card games Nerts and Ligretto, players must compete to discard their cards as quickly as possible and do not take turns.
Turn-based
In turn-based games, game flow is partitioned into defined parts, called turns, moves, or plays. Each player is allowed a period of analysis (sometimes bounded, sometimes unbounded) before committing to a game action. Turns may represent periods of time, such as hours, days, or years. This is common in 4X video games like the Civilization series and world-building tabletop role-playing games. For example, in Dialect, sets of turns represent eras in a society's development; similarly, in The Quiet Year, each turn represents one week leading up to a community's destruction. This is also common in both video games and tabletop games with dating sim elements. For example, in Persona 5 and Monster Prom, turns represent high school class periods, and in Visigoths vs. Mall Goths, each team's turn represents a specific hour at the mall. Turn-based games come in two main forms: simultaneous or sequential (also called player-alternated). Diplomacy is an example of a simultaneous turn-based game. There are three types of player-alternated games: ranked, round-robin start, and random. The difference is the order in which players start a turn. In ranked player-alternated games, the first player is the same every time. In round-robin games, the first player selection policy is round-robin. Random player-alternated games randomly select the first player. Some games also decide the order of play using an initiative score based on players' attributes, positions within the game, or dice rolls. Dungeons & Dragons and Wizard101 are examples of this style. The term turn-based gaming is also used for play-by-mail games and browser-based gaming websites that allow long-term gameplay of board games such as Go and chess.
Sub-types and combinations Various adaptations of the real-time and turn-based systems have been implemented to address common or perceived shortcomings of these systems (though they often introduce new issues that did not exist before). These include:
Timed turns and time compression Timed turns are designed to prevent one player from using more time to complete turns than another. In chess, for instance, a pair of stop clocks may be used in order to place an upper limit on turn length. In exchange chess, four players on two teams play on two boards with each team taking one white and one black side. A taken piece can be given to a teammate and placed on their board. A player can abuse this game mechanic by taking an opponent's piece, giving it to a teammate, then waiting unusually long to play a turn on their own board—thereby allowing the teammate to use the advantage for many future moves on their board. To avoid this, players are often limited to ten seconds per move—with their opponent being allowed to remove one of the player's pawns from the board for each additional ten seconds consumed. The turn-based strategy game Utopia (1982) featured an early example of timed turns. The early Ultima role-playing video games were strictly turn-based, but starting with Ultima III: Exodus (1983), if the player waited too long to issue a command, the game would issue a "pass" command automatically, thereby allowing enemies to take their turns while the player character did nothing. Time compression is a feature commonly found in real-time games such as flight simulators. It allows the player to speed up the game time by some (usually adjustable) factor. This permits the player to shorten the subjective duration of long and relatively uneventful periods of gameplay.
Ticks Many browser-based MMORPGs allocate a number of turns that can be played within a certain period of time, called a tick. A tick can be any measurement of real time. Players are allocated a certain number of turns per tick, which are refreshed at the beginning of each new tick. Tick-based games differ from other turn-based games in that ticks always occur after the same amount of time has expired.
Rounds In some real-time games, game actions are timed according to a common interval that is longer than the duration of play in the real world. For instance, non-player characters might only begin actions at the beginning or end of a round. Some video games such as the Baldur's Gate series use a rounds system based on tabletop role-playing games such as Dungeons & Dragons. Fighting games use a limited number of rounds to determine the winner (usually best of three). These include Tekken, Street Fighter, and Super Smash Bros.
Active Time Battle
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