Card · TM-12
Time Pressure
Time modes
Time Pressure
Frame · Time modes temporal
Time is scarce – not as a mechanism (that would be a timer) but as a property of the world: in this universe it is never enough.
Design question – In your game universe time is fundamentally scarce. What does that make impossible – perfection, reflection, care? And what does it make exciting?
Reference example – WarioWare: one microgame after another, each to be solved in three seconds. Ubongo: the sand timer is running and the pieces have to go into the grid.
Associations
- Typical Activities – Rushing, Prioritizing, Improvising, Sacrificing (quality for speed)
Coherence
Mechanisms: Real-Time (as an implementation), Timer (as an implementation), Simultaneous Action, Speed Priority. Activities: Rushing, Prioritizing, Improvising, Sacrificing (quality for speed). Ludic Narrational Structure: linear narration (rapid progress), iterative narration (ever faster cycles).
Belongs to the stack
- Temporal Modi
- Temporal Modi (14 cards)
- Ludic Frame
- To the term
- TM-11 Between Times
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- TM-13 Timelessness
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