LUNA (in development)
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Card · PS-04

Real Time

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Card

Real Time

Ludic Temporal Structure time_regime · real_time

All agents act simultaneously and continuously. There are no turns and no waiting – play time runs the same for all and without interruption. Speed and reaction become design factors; the process is a continuous stream, not a beat.

Design question – Does your game run on continuously while all act simultaneously – and does the pace force quick decisions?

Reference example – Ligretto: everyone plays cards at the same time, as fast as they can. Fortnite: everything keeps running whether you act or not. Football: 22 players act at once, the ball is constantly moving.

Compatible with

  • Crescendo (DU-01) – Continuous escalation without a breather.
  • Pulse (DU-07) – Hectic micro-rhythms.
  • Eruption (DU-04) – Sudden peaks of intensity.
  • In Medias Res (NA-04) – Immediate entry into the action.
  • Slice of Life (NA-05) – Real-time sandbox narrated through the moment.
Stack

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Temporal Structure
How is the course of play structured in time? (16 cards)
Ludic Temporal Structure
To the term
PS-03 Phase Based
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PS-05 Simultaneous
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