Home Artists Posts Import Register

Content

Hello! This video is about games that work on clockwork schedules - often with Groundhog Day-style time loops. Let's talk about the unique advantages of such games, and start a conversation about how other games could benefit from a similar approach.

Files

Clockwork Games and Time Loops | Game Maker's Toolkit

There’s a handful of games where time is taken very seriously. In this video, I look at the design, challenges, and opportunities of what we might call “clockwork games”. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Have Mark talk at your studio, university, or event - https://gamemakerstoolkit.tumblr.com Sources Outer Wilds: a game of curiosity-driven space exploration | USC Digital Library http://digitallibrary.usc.edu/cdm/ref/collection/p15799coll3/id/248860 Learn, reset, repeat: The intricacy of time loop games https://www.gamesindustry.biz/articles/2019-07-31-time-loop-games Games shown in this episode (in order of appearance) The Gardens Between (The Voxel Agents, 2018) Metro Exodus (4A Games, 2019) Assassin's Creed: Origins (Ubisoft Montreal, 2017) Far Cry New Dawn (Ubisoft Montreal, 2019) Batman: Arkham Knight (Rocksteady Studios, 2015) The Last Express (Smoking Car Productions, 1997) The Legend of Zelda: Majora's Mask (Nintendo, 2000) StarCraft II (Blizzard Entertainment, 2010) Outer Wilds (Mobius Digital, 2019) Fallout 3 (Bethesda Game Studios, 2008) The Legend of Zelda: Breath of the Wild (Nintendo, 2017) Dead Rising (Capcom, 2006) Dead Rising 2 (Capcom Vancouver, 2010) Dead Rising 3 (Capcom Vancouver, 2013) The Sexy Brutale (Cavalier Game Studios, 2017) Elsinore (Golden Glitch, 2019) Minit (JW, Kitty, Jukio, and Dom, 2018) Vision Soft Reset (Mark Radocy, 2019) 12 Minutes (Luis Antonio, Unreleased) Deathloop (Arkane Studios, Unreleased) Hitman 2 (IO Interactive, 2018) Watch Dogs 2 (Ubisoft Montreal, 2016) RimWorld (Ludeon Studios, 2013) Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015) Deus Ex: Human Revolution (Eidos Montreal, 2011) Rage 2 (Avalanche Studios / id Software, 2019) The Swindle (Size Five Games, 2015) Persona 5 (Atlus, 2017) Just Cause 3 (Avalanche Studios, 2018) Marvel’s Spider-Man (Insomniac Games, 2018) Music used in this episode The Gardens Between soundtrack - Tim Shiel (https://timshiel.bandcamp.com/album/glowing-pains-music-from-the-gardens-between) Outer Wilds soundtrack - Andrew Prahlow (https://soundcloud.com/andrewprahlow/sets/outer-wilds-original-soundtrack) The Sexy Brutale soundtrack - Cris Velasco (https://store.steampowered.com/app/636710/The_Sexy_Brutale_OST/) Minit soundtrack - Jukio Kallio (https://jukiokallio.bandcamp.com/album/minit-ost) Deus Ex: Human Revolution soundtrack - Michael McCann (https://soundcloud.com/michaelmccannmusic/sets/deus-ex-human-revolution-soundtrack) The Legend of Zelda: Majora’s Mask soundtrack - Koji Kondo Other credits Groundhog Day © Columbia Pictures

Comments

Anonymous

any reason you have an intro at the start of the video and one at 5 minutes in or is that just an editing fluke?

Anonymous

Definitely on purpose haha. As a spin on the 'groundhog day' thing he's talking about then. :)

Anonymous

So I guess life simulations like Animal Crossing don't count in your definition of clockwork games?

Anonymous

I'm not entirely sure if you'd classify it as a clockwork game specifically, but one such game that emphasizes timed quests that you can miss (without involving timeloops) is Pathologic 2. And really, the potential of missing quests and not being 'perfect' is a large intended part of the experience. As a doctor trying to cure a plague you also need to keep track of your own needs, and between that and getting around the town, you quite often miss events and story beats, even main story beats. The narrative design is quite genius though, in that you can miss a large variety of events but the story is crafted in such a way as to not be confusing even with missing elements. In the end, it results in a stressful and bleak, yet also ultimately rewarding, experience.

Anonymous

Why wouldn't they? :0 I think they absolutely would count! AC in particular is foremost in my mind as a non-rewinding clockwork game with a unique take on the clockwork design.