Show page Old revisions Backlinks Rename Page You've loaded an old revision of the document! If you save it, you will create a new version with this data. Media Files ====== Against time ====== **Against time** provides a {{tagpage>challenge}} where players have to act under pressure of time. Time pressure might be defined as **absolute** or **relative to other events**. It might be about reaching a specific [[en:patterns:spatial_structure|location]] in a specific time, or before a [[en:patterns:competition|competitor]], or before a [[en:patterns:real_world_event|real-world event]]. The pattern might be applied to the whole game or only to parts of it. As in any {{tagpage>challenge}}, player performance against time can be valued with a [[en:patterns:reward|reward or penalty]], with a [[en:patterns:score]] (e.g. for example to have a penalty in points if a time limit is surpassed), or it can lead to different [[en:patterns:narrative_flow|narrative flow]]. Playing **against time** has interesting implications when it is done against [[en:patterns:real_world_event|real-world time]]. Events in the real world might trigger a timer or might denote a time limit (see heuristic [[en:heuristics:heuristics#1.7]]). In multiplayer [[en:patterns:competition|competition]] or [[en:patterns:cooperation|cooperation]] games, a challenge **against time** might help to [[en:patterns:temporal_structure|structure the game in time]]. Different stages of the game can be synced to specific time events so as to avoid periods where players are waiting for other player to finish a stage in order for the game to continue. **Against time** affects the pace of the game and can lead to situations where player decisions are taken under pressure. That can restrict the opportunities for {{tagpage>learning|reflection}}, the formulation of meaningful [[en:patterns:strategy|strategies]] or might lead to disorientation regarding their tasks or [[en:patterns:player_goals|goals]]. The extend of the time limits should be well considered. That is especially true in tasks (missions, quests etc.) that relate to the [[en:patterns:spatial_structure|spatial structure]] of the game. For example, distances and the time required to cover them should be taken into account, as well as the overall distance a player has already walked or run in a game. ---- === Related heuristics === [[en:heuristics:heuristics#2.9]] [[en:heuristics:heuristics#3.5]] {{tag>challenge}} {{tag>multiplayer}} Please fill all the letters into the box to prove you're human. X T B L T Please keep this field empty: Save Preview Cancel Edit summary Note: By editing this page you agree to license your content under the following license: CC Attribution-Noncommercial 4.0 International