Card · TM-14
Cyclical Time
Time modes
Cyclical Time
Frame · Time modes temporal
Everything returns – seasons, generations, rise and fall, eternal recurrence as the basic principle of the world.
Design question – In your game universe time repeats. What returns – seasons, conflicts, catastrophes? And what changes despite the repetition?
Reference example – Harvest Moon: seasons, harvests and festivals, anew year after year. Animal Crossing: the cycle of the year runs in real time, and with it the festivals return. Football: the season – pre-season, first half, winter break, second half; the same rhythm, never the same result.
Associations
- Typical Activities – Planting, Harvesting, Celebrating, Preparing (for the next cycle)
Coherence
Mechanisms: Seasonal Cycle, Legacy (changes between cycles), Recurring Events, Harvest (the harvest as the cycle’s peak). Activities: Planting, Harvesting, Celebrating, Preparing (for the next cycle). Ludic Narrational Structure: cyclical narration (the archetype), Jo-Ha-Kyū (build-up–peak–wind-down per cycle), Rasa (emotional recurrence).
Belongs to the stack
- Temporal Modi
- Temporal Modi (14 cards)
- Ludic Frame
- To the term
- TM-13 Timelessness
- previous card