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Card · TM-14

Cyclical Time

Time modes

Status
Card

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).

Stack

Belongs to the stack

Temporal Modi
Temporal Modi (14 cards)
Ludic Frame
To the term
TM-13 Timelessness
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