Stack · 16 cards
Temporal Structure
How is the course of play structured in time?
Belongs to the term
- Ludic Temporal Structure
- The Ludic Temporal Structure orders what happens in a game in time - when: before, after, simultaneously.
Temporal Structure
What it is about
Every game has a temporal order. The Temporal Structure stack describes it with five questions that can be answered independently of each other: How does a match begin? How is it divided? How does time behave? When does it end? And what happens to the game state when something goes wrong or is interrupted? A game without division and without a fixed end also has a temporal structure – it then stands at the zero point.
The 19 cards are ordered by these five aspects, each with its own colour. Start: fixed like the starting position in Chess, chosen from options, as a continuation, drawn by lot or negotiated. Division: Turn Based, Round Based, Phase Based – a turn belongs to one agent, a round includes all, a phase changes what one can do. Time regime: Real Time, Simultaneous, Time Based – continuous action, simultaneous hidden decision, a timer that presses. Termination: Value Based, Event Based, Endless – a value is reached, an event occurs, or the players stop when they want. Persistence and reversibility: No Save, Checkpoint, Free Save and Rewind range from “every mistake is final” to “time can be turned back”; Suspend & Resume ensures that a match survives an interruption. This aspect mainly concerns digital games; in analog play No Save applies.
A special case is Action Based: a fixed budget of actions per segment, not a division of its own but a limit within one. A guide card with combination rules, a separator card and a blank card belong to the stack.
How to use it
Method: (1) Sort the cards by aspect colour and lay them out in groups. (2) Ask in the team: how should our game feel in time? (3) Choose one card per aspect or deliberately leave it out. (4) Check whether the combination fits together – Action Based, for instance, needs a division card to combine with. (5) Transfer the result to the worksheet. Most games combine several cards: Catan is Turn Based, Round Based and Value Based, 7 Wonders Phase Based, Simultaneous and Value Based, Pandemic Turn Based, Round Based, Action Based and Event Based, Dark Souls Real Time and Event Based with checkpoints.
Note for facilitation: Teams readily adopt the temporal order of their model game. Encourage unusual combinations: what if your board game had a real-time segment? Does your game really need a fixed end?
Time: 10 to 15 minutes.
Sequence: In ideation, after choosing the form, which suggests possible divisions, and before or in parallel with Activities and Actions – the temporal structure determines when they take place. In development, the chosen cards are translated into rules: how long is a turn, how many rounds are there, at which value does the game end? After a playtest one can compare whether the rhythm experienced matches the one intended: when was it exciting, when tedious, was the end too abrupt?
Those who do not start from the desiderata take up the stack at another point: starting from a mechanism or from constraints, early – a mobile game with short sessions suggests Time Based and Value Based –; starting from the intended experience, in the middle; starting from the story, in parallel with the Narrational Structure; starting from the form, right after choosing it.
Relations
The temporal structure determines when a match ends, the objective when a task is fulfilled. The two often coincide but are not the same: a stalemate ends without checkmate, and Tetris ends without any victory condition at all. The Activities fill the segments that the temporal structure creates. Mechanisms and their sequences lie on these segments: the bidding sequence of an auction takes place in a round but is not the round. Saving and rewinding are to be distinguished as well: they concern the whole game state; whether a single move can be taken back is a property of a mechanism. The Narrational Structure stack describes the order in which the story is told; rounds as days or phases as chapters are attributions that lie on the temporal structure. How the experience unfolds over these segments is described by the Ductus.
The cards
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