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Thursday, September 25, 2008
 
Game Design: Gotta Get Back In Time!
Man, all I needed was some Huey Lewis.

Due to an article I'm writing for another website, I already had the wayback machine set on my brain for around 1985. In fact, I managed to dig up an essay I'd written back in high school about the topic of said article. It was very convenient for my younger self to provide me with so many forgotten details.

In the middle of writing about events from over twenty years ago, I took a break to play the newly-downloaded Rush album, Moving Pictures, for Rock Band 2. That actually turned into something of a Rush-fest, as I played every non-cover Rush song in the game, plus a little bit of Boston, Blue Oyster Cult, and even a Duran Duran song for flavor. Somewhere in the middle of the set, as I was pulling off a perfect solo (which probably means it is time to up my difficulty to expert on those songs), the hypnotic effect of the moving buttons on the guitar track did something to my brain. I found myself back in 1983 or 1984. I'm not sure which. It was like the whole bizarre premise of Somewhere In Time was playing out.

And that got me thinking about games and time travel. See, this is the very weird and bizarre way my brain works. Kids, don't try this at home.

Time travel is a moderately popular topic in speculative fiction. One of my all-time favorite movies was Groundhog Day. There's been the aforementioned Somewhere In Time, Star Trek IV (claimed by many critics to be the best ST movie of them all - but I'm partial to The Wrath of Khan myself), Star Trek: First Contact, the Back to the Future series, Bill & Ted's Excellent Adventure, The Philadelphia Experiment, The Terminator films, 13 Going on 30, Time Bandits (important to me only because of its influence on the Ultima games), and probably a bunch of others I am forgetting (purposefully, in the case of a couple of them I remember suffering through).

On TV, we've had Doctor Who, Quantum Leap, Terminator: he Sarah Conner Chronicles, and a bunch of "one-off" episodes of various sci-fi & fantasy shows. A couple of the main characters in Heroes jump through time as a matter of course. In fact, if it's a science fiction series that has lasted more than a couple of seasons, you are almost guaranteed to have an obligatory time-travelling episode (and the amnesia episode, and the ...) Sometimes they can even pull it off without jumping the shark.

But the best of linear media can't hold a candle to the capabilities of exploring the subject in video games. Surprisingly, there's not been a whole lot of games dealing with the subject. Chrono Trigger is perhaps the first one to come to mind. One of my first games for the Commodore 64 was a pretty terrible one called Dino Eggs that was interesting only because a giant dinosaur foot would come down to stomp you. Daikatana and Anachronox had time travel as part of their storyline, if I recall. City of Heroes had an expansion all about time travel. Recent Prince of Persia games used time reversal as a game element. Recently, that concept was taken to a more extreme degree with the indie game Braid, which uses time flow is as much a part of the mechanics as the standard platforming action.

Assuming Braid is not the final word on the use of time flow or time travel in games, what else is there, and how could we play with the concept of time in games?

In the back of my mind, I've got an idea for a deterministic real-time strategy game. A short one - not a Total Annihilation / Supreme Commander style multi-hour slugfest. The whole game is played out to conclusion before you arrive. You can fast forward or reverse to play through the battle at any point. You have a limited number of actions you are allowed to take, which might include sending units from "the future" back to the past if they could be more influential in the battle.

At that level, it would turn into something of a puzzle game, attempting to use the "butterfly effect" to win. But what if your opponent had the same power? But you'd take your actions simultaneously? Suddenly it becomes a battle for time control, anticipating your opponent's moves in reverse.

I could see this working in a sim-heavy RPG (like Dwarf Fortress) as well - though the data required to to store (or recalculate) states throughout time could get a little out of hand.

What other possibilities are there for playing with time in games?

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Comments:
There's a cool entry to this years Dream Build Play that adds Braid-like time rewind to a horizontal shmup.

http://forums.xna.com/forums/t/17504.aspx

Sadly (and happily too), it's one of many entries that make my game look pretty sad by comparison. :)
 
A while back I covered some games over at www.kongregate.com. The first one was a time-travel puzzler called Chronotron. If you haven't checked it out, you should.
 
Don't forget the classic, "Missions of the Reliant", which included an awesome time-travelling scenario where you go back in time and your actions alter the course of the future.
 
Here are some graphical adventures that deal with time travel:

Our much beloved Electronic Arts published "Labyrinth of Time" from 1993/94. Not that well known but there were many worse games at the time.
http://www.mobygames.com/game/dos/labyrinth-of-time

An all around better game is the classic "Day of the Tentacle" from LucasArts - also in 1993.
The nice spin on time travel is that IIRC the player's avatars don't travel but instead place objects in one time period and use them in the other.
One of the games that should definitely be remade!
http://www.mobygames.com/game/maniac-mansion-day-of-the-tentacle

If we go even farther back in time (pun!) one should mention the 1982 Apple II exclusive "Time Zone" by Sierra.
It spanned a whopping six disk sides, a price tag of $99.95 and is reportedly in the Smithsonian Institute as "the most advanced computer game of its time".
The package says "This game should take over a year to play."
http://www.mobygames.com/game/apple2/time-zone
 
It's a natural fit for adventure games, it seems: Sam and Max used this last year in the Chariots of the Dogs episode. Of course, the start of the game is the timestream being altered, and the rest is putting it back the way it was.

For example, at one point, you remove a superglue holding an item you need by going back in time and preventing that superglue from being invented, at which point the item just falls off the wall to where you can get it.
 
There's certainly room for some really original time travel-centered game ideas. It's probably the only entertainment field where time travel is still a viable concept, though. The idea has been relentlessly played out in books, movies, and TV shows -- I really can't stand it. The one reason I could never really enjoy Star Trek was its insistence on time travel, parallel dimensions, and other such unsatisfying plot devices.
 
Another time-travel-themed game (that recently got put on my "might be interesting" list; I haven't actually played it yet) is Shadow of Memories/Destiny.
 
Wasn't Blinx on the Xbox a time-based game as well?

I don't really have any useful suggestions to add, but as a game-player, I have always like to see the way Chrono Trigger handled time implemented in a more in-depth manner or free-form manner.
 
All Things Devours does time travel very well.

Most games and fiction tend to use it either as a convenient handwave to get into various interesting locales (Doctor Who, Chrono Trigger), or end up tripping over internal rules that should be important but never quite make sense (Heroes). ATD has time travel with consistent rules of operation and gives the player fine-grained control of it.
 
Wow! There are a ton of suggestions here of games I've never heard of! Although I think I've heard of Missions of the Reliant, Mike... ;)

Weezard - that's what I'd really like to see, too. Chrono Trigger dealt with time travel in the traditional sci-fi way. A more open-ended system could be really, really wild to play with.
 
After looking up All Things Devoured, I found a whole archive of IF about Time Travel. Pretty cool!
 
I to would love to see a game like this.

I have a similar idea on my 'game list' (I save every game /book/ etc idea in a spreadsheet) from a couple years ago.

Idea list Item #97: GM048
Time Wars - Undo events and re-shape history while others compete against you to do the same to their own ends.


I think about it every once and awhile, but haven't been able to work around some of the technical challenges of evolving events over time based on repeated incursions into the past. Its doable, but might be tough for a single indie.

Your variation of this idea (keeping the scenario short) is good.

Great read as usual and keep up the writing.
-Ed M.
 
Wow, that game idea is really really good.
 
Time Hollow, which is either about to come out or just released, is supposed to be an adventure game with time travel including an adversary also changing time, iirc...
 
My favourite example of time-travel in a videogame would be "The Legend of Zelda: Majora's Mask". The premise is simple: the moon will crash into the planet in 3 game days (or 54 minutes of real time), and you must find a way to stop it. It's a bit like Groundhog Day or the TV series Daybreak. Loved this game!
 
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