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Timekeeping in games

Timekeeping in games is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Timekeeping in games rather than just read about it. In short: 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.

Key takeaways

  • Timekeeping in games belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Timekeeping in games to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Timekeeping in games from memory before moving on to harder problems.

Reference excerpt

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

… excerpt ends here. Continue reading the full article.

Worked examples

Example 1 — a first encounter with Timekeeping in games

Start with the simplest possible case. Write down what Timekeeping in games claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Timekeeping in games before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Timekeeping in games ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Timekeeping in games

In research
Timekeeping in games appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Timekeeping in games in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Timekeeping in games is common in secondary-school and first-year university syllabi. It links to neighbouring topics Timekeeping, Video game terminology, so understanding it makes those chapters shorter.
In everyday life
Look for Timekeeping in games outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Timekeeping in games in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Timekeeping in games means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Timekeeping in games out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Timekeeping in games in simple terms?

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.

Why does Timekeeping in games matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Timekeeping in games?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Timekeeping in games.

Tags

  • Timekeeping
  • Video game terminology

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