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Timekeeping in games
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Timekeeping is relevant to many types of games, including video games, tabletop role-playing games, board games, and sports. The passage of time must be handled in a way that players find fair and easy to understand. In many games, this is done using real-time and/or turn-based timekeeping. In real-time games, time within the game passes continuously. However, in turn-based games, player turns represent a fixed duration within the game, regardless of how much time passes in the real world. Some games use combinations of real-time and turn-based timekeeping systems. Players debate the merits and flaws of these systems. There are also additional timekeeping methods, such as timelines and progress clocks.
Real-time
[edit]In real-time games, time progresses continuously. This may occur at the same or different rates from the passage of time in the real world. For example, in Terraria, one day-night cycle of 24 hours in the game is equal to 24 minutes in the real world.[1]
In a multiplayer real-time game, players perform actions simultaneously as opposed to in sequential units or turns. In competitive games, players must consider that their opponents are working against them in real time and may act at any moment. This introduces additional challenges.
Many sports, such as soccer or basketball, are almost entirely simultaneous in nature, retaining a limited notion of turns in specific instances, such as the free kick in soccer and the free throw and shot clock in basketball. In the card games Nerts[2] and Ligretto,[3] players must compete to discard their cards as quickly as possible and do not take turns.
Turn-based
[edit]In turn-based games, game flow is partitioned into defined parts, called turns, moves, or plays. Each player is allowed a period of analysis (sometimes bounded, sometimes unbounded) before committing to a game action.[4]
Turns may represent periods of time, such as hours, days, or years.[4][5] This is common in 4X video games like the Civilization series[6] and world-building tabletop role-playing games. For example, in Dialect, sets of turns represent eras in a society's development;[7] similarly, in The Quiet Year, each turn represents one week leading up to a community's destruction.[8] This is also common in both video games and tabletop games with dating sim elements. For example, in Persona 5 and Monster Prom, turns represent high school class periods,[9][10] and in Visigoths vs. Mall Goths, each team's turn represents a specific hour at the mall.[11]
Turn-based games come in two main forms: simultaneous or sequential (also called player-alternated). Diplomacy is an example of a simultaneous turn-based game. There are three types of player-alternated games: ranked, round-robin start, and random. The difference is the order in which players start a turn. In ranked player-alternated games, the first player is the same every time. In round-robin games, the first player selection policy is round-robin. Random player-alternated games randomly select the first player. Some games also decide the order of play using an initiative score based on players' attributes, positions within the game, or dice rolls. Dungeons & Dragons and Wizard101 are examples of this style.[12][13]
The term turn-based gaming is also used for play-by-mail games and browser-based gaming websites that allow long-term gameplay of board games such as Go and chess.
Sub-types and combinations
[edit]Various adaptations of the real-time and turn-based systems have been implemented to address common or perceived shortcomings of these systems (though they often introduce new issues that did not exist before).[14] These include:
Timed turns and time compression
[edit]Timed turns are designed to prevent one player from using more time to complete turns than another. In chess, for instance, a pair of stop clocks may be used in order to place an upper limit on turn length.
In exchange chess, four players on two teams play on two boards with each team taking one white and one black side. A taken piece can be given to a teammate and placed on their board. A player can abuse this game mechanic by taking an opponent's piece, giving it to a teammate, then waiting unusually long to play a turn on their own board—thereby allowing the teammate to use the advantage for many future moves on their board. To avoid this, players are often limited to ten seconds per move—with their opponent being allowed to remove one of the player's pawns from the board for each additional ten seconds consumed.[15][16]
The turn-based strategy game Utopia (1982) featured an early example of timed turns.[17] The early Ultima role-playing video games were strictly turn-based, but starting with Ultima III: Exodus (1983), if the player waited too long to issue a command, the game would issue a "pass" command automatically, thereby allowing enemies to take their turns while the player character did nothing.
Time compression is a feature commonly found in real-time games such as flight simulators. It allows the player to speed up the game time by some (usually adjustable) factor. This permits the player to shorten the subjective duration of long and relatively uneventful periods of gameplay.
Ticks
[edit]Many browser-based MMORPGs allocate a number of turns that can be played within a certain period of time, called a tick. A tick can be any measurement of real time. Players are allocated a certain number of turns per tick, which are refreshed at the beginning of each new tick. Tick-based games differ from other turn-based games in that ticks always occur after the same amount of time has expired.
Rounds
[edit]In some real-time games, game actions are timed according to a common interval that is longer than the duration of play in the real world. For instance, non-player characters might only begin actions at the beginning or end of a round. Some video games such as the Baldur's Gate series use a rounds system based on tabletop role-playing games such as Dungeons & Dragons. Fighting games use rounds in a match to see how long a character has until it has been knocked out. These include Tekken, Street Fighter, and Super Smash Bros.
Active Time Battle
[edit]The "Active Time Battle" (ATB) system was introduced by Hiroyuki Ito in Final Fantasy IV (1991).[18] ATB combines menu-based combat with a continuous flow of actions and variable wait times.[19] Enemies can attack or be attacked at any time.[20] The ATB system was further developed in Final Fantasy V (1992), which introducing a time gauge showing which character's turn is next.[21] The ATB system has since been used in VI (1994), VII (1997), VIII (1999), IX (2000), and X-2 (2003). Both Final Fantasy XII (2006) and XIII (2009) used heavily modified versions of the system. The ATB system was also used in Chrono Trigger (1995).
Simultaneously executed and clock-based turns
[edit]In simultaneously executed games (also called "phase-based", "We-Go" or "Turn-based WeGo"), turns are separated into two distinct phases: decision and execution. In the decision phase, each player simultaneously plans and determines their units' actions. In the execution phase, all players' chosen actions occur automatically and at the same time. One early example is the 1959 board game Diplomacy. Video game examples include Laser Squad Nemesis (2003), the Combat Mission series, Master of Orion series, Star Hammer: The Vanguard Prophecy (2015) and Battlestar Galactica Deadlock (2017).
Clock-based games tie all unit actions directly to the game clock. Turns begin and end depending on the duration specified for each action, resulting in a sequence of turns that is highly variable and has no set order. It is also possible for different players' actions to occur at the same time with respect to the game clock, as in real-time or simultaneously executed games. Examples of video games that use a clock-based system include Typhoon of Steel (1988) and MechForce (1991), both originally for the Amiga.
Unit initiative
[edit]In some games, the sequence of turns depends on the initiative statistic of each unit, no matter which side the unit belongs to. Games of this type are still technically sequential, as only one unit can perform an action at a time, and the duration of actions is not tied to the game clock. Examples include the video games The Temple of Elemental Evil (2003) and Final Fantasy Tactics (1997).
Interrupting a turn
[edit]Some games allow players to act outside of their normal turn by interrupting an opponent's turn and executing additional actions. The number and type of actions a player may take during an interrupt sequence is limited by the number of points remaining in the player's action point pool carried over from the previous turn. Examples include the X-COM series of video games, the board wargame Advanced Squad Leader (1985), and attacks of opportunity in Dungeons & Dragons. Newer editions of Dungeons & Dragons also allow a Ready-action to prepare an action to be executed during the enemy's turn. This is also implemented in some video games, such as Solasta: Crown of the Magister (2020).
The Silent Storm video game series includes an "Interrupt" statistic for each character, to determine the likelihood of out-of-turn action. In the video game M.A.X. (1996), defensive units may be set to fire out of turn instead of on their own turn. In the board game Tide of Iron, a special card interrupts an opponent's turn to perform an action. In the Mario & Luigi series, the player often has the opportunity to "counterattack" on the enemy's turn, causing damage and often halting the attack.
Special turns and phases
[edit]In some turn-based games, not all turns are alike. The board game Imperium Romanum II (1985), for instance, features a "Taxation and Mobilization" phase in every third turn (month), which does not occur in the other turns. In the video game King Arthur: The Role-Playing Wargame (2009), every fourth turn, the season turns to winter, the only time when buildings can be constructed. In the board game Napoleon (1974), every third player turn is a "night turn" when combat is not allowed.
Other turn-based games feature several phases dedicated to different types of activities within each turn. In the Battle Isle series of video games, players issue movement orders for all units in one phase, and attack orders in a later phase. In the board game Agricola (2007), turns are divided into three phases: "Upkeep", "Replenishing" and "Work." A fourth "Harvest" phase occurs every few turns.
Partially or optionally turn-based and real-time
[edit]Some games that are generally real-time use turn-based play during specific sequences. For example, the role-playing video games Fallout (1997), Silent Storm (2003)[22] and Baldur's Gate 3 (2023) are turn-based during the combat phase and real-time throughout the remainder of the game. This speeds up portions of the game where the careful timing of actions is not crucial to player success, such as exploration.[23][24]
Other video games, such as the Total War series, X-COM (1994) and Jagged Alliance 2 (1999), combine a turn-based strategic layer with real-time tactical combat or vice versa.[25][26]
The video games X-COM: Apocalypse (1997), Fallout Tactics (2001) Arcanum: Of Steamworks and Magick Obscura (2001), Pillars of Eternity II: Deadfire (2018), Pathfinder: Kingmaker (2018, added later per patch) and Pathfinder: Wrath of the Righteous (2021) offer the option of turn-based or real-time mode via a configuration setting.[27][28]
Pausable real-time
[edit]In real-time games with an active pause system (also called "pausable real-time" or "real-time with pause"), players can pause the game and issue orders. When the game is un-paused, the orders automatically execute. This offers additional tactical options, such as letting players issue orders to multiple units at the same time.[29][25]
The Baldur's Gate series popularized pausable real-time for mouse-driven party-based computer role-playing games,[30] although the mechanic was also present in earlier games such as in Knights of Xentar (1991),[31][32] Darklands (1992),[29] Tales of Phantasia (1995),[33] Total Annihilation (1997) and Homeworld (1999). In Baldur's Gate, players may also let the artificial intelligence take control during combat and press the spacebar at any time to regain control of their characters.[29] Further, in Baldur's Gate, players are able to configure the game to automatically pause when certain conditions are met, such as at the end of a round or upon the death of a non-player character. A variation of active pause, called "Smart Pause Mode" or SPM, is a feature of Apeiron's Brigade E5: New Jagged Union (2006) and 7.62: High Calibre (2007).[34][35]
The grand strategy games developed by Paradox Interactive exclusively use pausable real-time.[25] It was the originally intended mode of the Civilization series before the developers decided to switch to turn-based.[25] It has been present in the SimCity construction and management simulation series since SimCity (1989) and is also used in the Transport Tycoon and RollerCoaster Tycoon series.
In the single-character console RPGs Parasite Eve (1998) and Vagrant Story (2000), the player can pause the game to take aim with a weapon.[36] In Vagrant Story, this allows players to target specific body parts while the game is paused. A similar mechanic was later used in the real-time role-playing game Last Rebellion (2010).[37] Jagged Alliance 2 (1999) and Fallout (1997) allow players to target individual body parts during turn-based combat. The latter led to the creation of the V.A.T.S system in the real-time RPG Fallout 3, where players could pause the game to target individual body parts.[38] Final Fantasy XII (2006) expanded on active pause combat with its "gambits" system, which allows players to collect and apply preferences to the artificial intelligence routines of partner characters, who then perform certain actions in response to certain conditions. A similar "tactics" system later appeared in Dragon Age: Origins (2009)[39] and Dragon Age II (2011).[40] Knights of Xentar (1991)[32] and Secret of Mana (1993)[41] also allow an adjustable artificial intelligence to take control during combat.[32][41]
Timelines
[edit]Some games use a timeline as part of a game mechanic that lets players establish or alter the order of events within the game world. For example, in the indie role-playing game Microscope, players invent a timeline together, then select different segments of the timeline to embellish through roleplaying.[42] In the card game Chrononauts, everyone plays timeline cards to change the order of historical events, creating an alternate history.[43]
Progress clocks
[edit]A progress clock is a tabletop role-playing gamemaster (GM) tool for keeping track of ongoing events that cannot be handled within a single turn, such as the player characters' continuous headway toward defeating a challenge, the gradual approach of an enemy, or a time-limited window of opportunity. The GM draws a segmented circle to represent a clock face, then fills in a segment whenever progress develops toward the outcome. Progress clocks are important in the heist film-inspired game Blades in the Dark and other games that adapt its Forged in the Dark system.[44][45]
Reception and debate
[edit]Debates occur between fans of real-time and turn-based video games based on the merits and flaws of each timekeeping style.[46][47][48][49][50]
Arguments made in favor of turn-based systems include:
- The extra time available to players in turn-based systems allows them to plan their moves to a greater degree,[25][51][52] and permits game designers to offer additional tactical and gameplay options.[14][25][53] The same options when used in combination with the time-pressures of real-time games, on the other hand, can cause new players to feel overwhelmed.[25]
- Games are fairer due to a lack of reliance upon player reflexes.[14] A player with slower reflexes is not at a disadvantage compared to faster players; rather, only the ability to think through and solve the current problem is important.
- Games can have better artificial intelligence due to the greater amount of computer processing power available to them.[51][53]
- It is more realistic to control multiple units intelligently using this system, as players do not have to divide their attention among multiple independent units all moving simultaneously.[46][51] Likewise, it is easier to keep track of what the enemy is doing at all times since the player is typically informed of every move in advance (not taking into account fog of war).[14]
Arguments made in favor of real-time systems include:
- Armies pausing mid-combat to take turns and act in a sequential manner is unrealistic. Real-life combat occurs simultaneously with no side pausing to let the other side move.[48][51]
- Thinking and acting quickly are part of the strategy,[51] providing additional challenge.[14][51]
- Real-time systems are viscerally exciting[47][26] and add to players' sense of immersion.[14][25] Players feel more like they are experiencing game events first-hand.
- Turn-based games have too many rules and are difficult to master.[48][26]
- Real-time games are more multiplayer-friendly,[25] since sitting around and waiting while other players take their turns can become tiresome.[25][48][51]
- The added element of a shared clock prevents gameplay from becoming an easily repeatable series of steps. The reliance upon player timing makes outcomes highly variable.[25]
See also
[edit]References
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- ^ Parlett, David (2008). The Penguin book of card games. London: Penguin. p. 544. ISBN 978-0-141-03787-5.
- ^ "Ligretto (Playroom blue set edition) | Board Game Version | BoardGameGeek". boardgamegeek.com. Retrieved August 28, 2023.
- ^ a b "Game Theory (Ferguson)" (PDF). Archived from the original (PDF) on May 16, 2018. Retrieved January 8, 2018.
- ^ Brocas, Carrillo, Sachdeva (2016). "The Path to Equilibrium in Sequential and Simultaneous Games" (PDF).
- ^ Axon, Samuel (August 20, 2024). "Civilization VII hands-on: This strategy sequel rethinks the long game". Ars Technica. Retrieved October 31, 2024.
- ^ "Dialect is an RPG that lets you create (and kill) your own language". Tabletop Gaming. October 28, 2016. Retrieved September 1, 2024.
- ^ Alder, Avery (2019). The Quiet Year. Buried Without Ceremony.
- ^ Phillips, Rebecca (June 20, 2020). "22 Best Turn-Based JRPGs Of All Time, Ranked". TheGamer. Retrieved October 31, 2024.
- ^ Jones, Jordan (April 28, 2018). "How the Competitive Dating Sim 'Monster Prom' Broke My Heart". Geeks Of Color. Retrieved October 31, 2024.
- ^ Kahn, Lucian (2023). Visigoths vs. Mall Goths (3rd ed.). Hit Point Press. pp. 5, 39.
- ^ Cardosa, Rowan (March 20, 2024). "Dungeons & Dragons: 8 Best House Rules For Initiative". TheGamer. Retrieved October 30, 2024.
- ^ Neal, Chris (March 2, 2021). "Choose My Adventure: The combat is the sauce in Wizard101 | Massively Overpowered". Retrieved September 8, 2023.
- ^ a b c d e f Davies, Gareth (December 10, 2002). "Treatise on Combat to Pink Floyd". RPG Codex. Retrieved April 5, 2007.
- ^ Reglement Doorgeefschaak ("Passing chess rules") Archived 2017-10-23 at the Wayback Machine, retrieved February 7, 2022.
- ^ Bodlaender, Hans; Scott, Jay; Junta, Cristobal Joseevich (March 18, 2002). "Bughouse and Tandem Chess". The Chess Variant Pages. Retrieved July 29, 2007.
- ^ "GameSpy: Utopia - Page 1". Uk.gamespy.com. August 3, 2004. Retrieved June 23, 2016.
- ^ "Final Fantasy Retrospective Part XIII". GameTrailers. November 2, 2007. Archived from the original on March 6, 2009. Retrieved March 30, 2009.
- ^ US patent 5390937, Hironobu Sakaguchi and Hiroyuki Itou, "Video game apparatus, method and device for controlling same", issued February 21, 1995
- ^ Andrew Vestal (November 2, 1998). "The History of Final Fantasy — Final Fantasy IV". Gamespot. Archived from the original on November 5, 2012. Retrieved December 31, 2008.
- ^ Meyers, Andy (2006). Final Fantasy V Advance: The Official Nintendo Player's Guide. Nintendo. pp. 14–15. ISBN 9781598120172.
- ^ Butts, Steve (January 27, 2004). "Silent Storm Review". IGN. Archived from the original on February 2, 2004. Retrieved December 12, 2007.
- ^ "Metalheart: Replicants Rampage — First Look Preview". Total Video Games. December 2, 2004. Archived from the original on December 18, 2007. Retrieved December 12, 2007.
- ^ Ocampo, Jason (February 16, 2005). "Cops 2170: The Power of Law". GameSpot. Archived from the original on November 2, 2012. Retrieved December 15, 2007.
- ^ a b c d e f g h i j k Johnson, Soren (November 6, 2009), Analysis: Turn-Based Versus Real-Time, Gamasutra, retrieved July 8, 2011
- ^ a b c Wojnarowicz, Jakub (February 22, 2001). "Editorial: What Happened to Turn-Based Games?". FiringSquad. Archived from the original on April 21, 2013. Retrieved November 19, 2007.
- ^ "Arcanum: Of Steamworks and Magick Obscura (PC) Reviews. PC Games Reviews by CNET". CNET. Retrieved October 5, 2006.
- ^ "Gamespot Arcanum: Of Steamworks and Magick Obscura". Gamespot. Archived from the original on October 12, 2011. Retrieved March 11, 2009.
- ^ a b c Barton, Matt (2008). Dungeons And Desktops: The History Of Computer Role-playing Games. Wellesley, Massachusetts: A K Peters. ISBN 978-1568814117. Retrieved September 8, 2010.
- ^ Babovic, Branislav (October 20, 2000). "Combat Systems in RPG Games". ActionTrip. Archived from the original on May 5, 2008. Retrieved December 2, 2007.
- ^ Knights of Xentar at MobyGames
- ^ a b c "Dragon Knight III (Turbografx-CD) review by Sho". Honestgamers.com. August 3, 2007. Retrieved June 23, 2016.
- ^ den Ouden, Adriaan. "Tales of Phantasia - Staff Retroview". rpgamer.com. RPGamer. Retrieved January 27, 2018.
- ^ Tait, John (January 30, 2007). "Brigade E5: New Jagged Union — PC Game Reviews — The Armchair Empire". The Armchair Empire. Retrieved November 13, 2008.
- ^ "Strategy — Brigade E5: New Jagged Union". Strategy First. Archived from the original on October 7, 2010. Retrieved June 18, 2008.
- ^ Jeremy Parish (March 18, 2006). "Retronauts: Volume 4 - Yasumi Matsuno". 1UP.com. Archived from the original on February 23, 2013. Retrieved April 9, 2011.
- ^ "Date européenne fixe pour l'action/RPG Last Rebellion". Jeuxvideo.fr. January 18, 2010. Retrieved June 23, 2016.
- ^ "Vaulting ambition: Fallout 3 and the Make of an RPG Classic". Samuel Horti. November 29, 2018. Retrieved September 26, 2019.
- ^ Stephen Totilo (October 19, 2009). "You Can Play Dragon Age: Origins Sort Of Like Four Other Games". Kotaku.com. Retrieved June 23, 2016.
- ^ Stephen Totilo (February 18, 2011). "Dragon Age II Definitely Not As Dumbed Down As Mass Effect". Uk.kotaku.com. Retrieved June 23, 2016.
- ^ a b Anthony Karge (May 27, 2005). "Secret of Mana - SNES review at Thunderbolt". Thunderboltgames.com. Archived from the original on July 29, 2013. Retrieved June 23, 2016.
- ^ Cross, Katherine (March 13, 2015). "Fantasy worlds that break history's back". Boing Boing. Retrieved October 31, 2024.
- ^ West, Susan. "The Looney Labs Experiment". GAMES. October 2005. Retrieved June 16, 2015.
- ^ "Progress Clocks | Blades in the Dark RPG". bladesinthedark.com. Retrieved October 31, 2024.
- ^ Sklar, Patrick (January 9, 2021). "Play Blades In The Dark If You Want Your Heists To Feel Cinematic". TheGamer. Retrieved October 31, 2024.
- ^ a b Saltzman, Marc (July 1, 2003). "'Nations' offers 2 types of game play". CNN.com. Retrieved December 2, 2007.
- ^ a b Breeden, John. "A Thinking Man's Wargame". Game Industry News. Archived from the original on December 17, 2007. Retrieved December 2, 2007.
- ^ a b c d "A Hex on You". StrategyPlanet. December 4, 2000. Archived from the original on December 31, 2007. Retrieved December 2, 2007.
- ^ Quick, Dan. "Zeus: Master of Olympus". GameSpy. Archived from the original on September 10, 2012. Retrieved December 2, 2007.
- ^ Maddox, John (April 26, 2001). "Interview: John Tiller on Game Design and His Perceptions of the Industry". Gamesquad.com. Retrieved December 2, 2007.
- ^ a b c d e f g "Point — CounterPoint: Turn Based vs. Real Time Strategy". StrategyPlanet. June 27, 2001. Archived from the original on February 26, 2007. Retrieved April 5, 2007.
- ^ "Icarus: Sanctuary of the Gods Review". Yahoo! Games. Archived from the original on September 27, 2011. Retrieved December 2, 2007.
- ^ a b Walker, Mark. "Strategy Gaming: Part V -- Real-Time vs. Turn-Based". GameSpy. Archived from the original on September 11, 2009. Retrieved October 28, 2007.
External links
[edit]- Time Systems - RogueBasin - discusses several different types of timing systems used in roguelikes.
- 12 ways to improve turn-based RPG combat systems - editorial discussing how to design turn-based combat systems.
- Taking Turns (Or Yes, It IS Your Job to Make Me Have Fun) - editorial at Gamasutra.
- Turn Based Strategy Makes Me Care - editorial at Gamasutra.
- Turn-Based VS Real-Time at Gamasutra
Timekeeping in games
View on GrokipediaCore Timekeeping Systems
Real-Time Systems
Real-time systems in games constitute a timekeeping mechanism where events progress continuously and unpaused, aligning game time with real-world elapsed time at a consistent rate, such as 60 seconds per minute, and demanding immediate player responses to unfolding actions. This approach treats time as an implicit constraint rather than a discrete resource, with the game state updating via frames (e.g., 30–60 frames per second) independent of player input, creating a fluid simulation of ongoing dynamics. Unlike turn-based systems, which halt progression until sequential decisions are made, real-time systems enforce simultaneity in events, where multiple elements—such as enemies, environments, or AI behaviors—evolve concurrently, prioritizing reflexes, prioritization, and adaptive strategies over deliberate planning.[6][7] These systems emerged prominently in early arcade games, exemplified by Pong (1972), Atari's pioneering table tennis simulation that required players to react in real time to a moving ball across a shared field, establishing continuous action as a core video game paradigm without any turn structure. The genre evolved significantly in the 1990s with the advent of real-time strategy (RTS) titles, where Dune II (1992) by Westwood Studios formalized the format by integrating persistent time flow into complex strategic layers, allowing simultaneous command of units and resources amid opponent advances. RTS games, a key subset, demand multitasking across economic and military fronts, with no inherent pauses, fostering competitive pressure through unrelenting progression.[8][9] Representative examples span genres: first-person shooters like Doom (1993) by id Software immerse players in visceral, unyielding combat where navigation, aiming, and enemy encounters occur in seamless real time, pioneering the FPS genre's emphasis on urgency. Racing simulations, such as the Gran Turismo series starting in 1997 from Polyphony Digital, replicate vehicular physics and track events in continuous flow, demanding split-second inputs for acceleration, steering, and collision avoidance to simulate authentic driving tension. Life simulations like The Sims (2000) by Maxis extend this to everyday scenarios, where virtual characters autonomously pursue needs and interactions in an ever-running household environment, blending player directives with emergent, time-bound narratives.[10][11][12] Real-time systems offer advantages in immersion and realism by delivering tense, dynamic gameplay that mirrors life's unpredictability, compelling quick decision-making and heightening emotional stakes through the absence of respite. In RTS contexts, this manifests in mechanics like resource gathering—where workers autonomously harvest materials (e.g., spice in Dune II or minerals in later titles) at ongoing rates—and unit movement, enabling fluid pathing, formations, and engagements without turn-based waits, which amplifies strategic depth via real-time adaptation to threats. These elements cultivate a sense of urgency and fluidity, distinguishing real-time from more methodical alternatives by simulating concurrent real-world pressures.[9][13]Turn-Based Systems
In turn-based systems, players alternate taking actions in discrete turns, during which the game world pauses to allow for decision-making without concurrent opponent activity. This mechanic ensures that each participant has a dedicated phase to plan and execute moves, such as moving units, issuing commands, or selecting abilities, before control passes to the next player or entity. The system originated in tabletop wargames and has been adapted to digital formats, providing a structured framework for strategic gameplay.[6] Key characteristics of turn-based systems include equal opportunity for all players, as turns prevent any side from gaining an advantage through speed or reflexes, and the representation of turns as abstract units of time that may correspond to minutes, hours, or even days in the game's narrative. These systems are prevalent in genres like strategy games, role-playing games (RPGs), and board games, where the emphasis is on tactical depth rather than immediate reactions. For instance, in strategy titles, turns facilitate resource management and long-term planning, while in RPGs, they enable careful consideration of character abilities and environmental interactions.[14] Historically, turn-based systems trace their roots to early 19th-century tabletop wargames, notably Kriegsspiel, developed by Prussian officer Georg Leopold von Reisswitz and first published in 1824 as a training tool for military officers to simulate battles using maps, dice, and miniatures. This approach was later digitized in video games, with Sid Meier's Civilization in 1991 marking a seminal example by adapting turn-based progression to simulate the rise and fall of civilizations over epochs, influencing the 4X (explore, expand, exploit, exterminate) subgenre.[15][16] Representative examples illustrate the versatility of turn-based systems across genres. In the XCOM series, such as XCOM: Enemy Unknown (2012), players command squads in tactical combat where each turn involves positioning soldiers, using cover, and targeting aliens, emphasizing risk assessment in permadeath scenarios. Early entries in the Final Fantasy RPG series, like Final Fantasy (1987), employed turn-based combat for party-based battles, allowing players to select spells and attacks from menus to overcome enemies in a fantasy world. Similarly, Magic: The Gathering (1993) structures its card game around alternating turns, where players draw resources, summon creatures, and cast spells to reduce an opponent's life total to zero.[17][18][19] The advantages of turn-based systems lie in their promotion of thoughtful planning, as the paused state eliminates pressure from time-sensitive inputs and accommodates complex simulations that would be overwhelming in continuous play. By reducing reliance on twitch reflexes, these systems enhance accessibility for players focusing on strategy, such as optimizing unit synergies or predicting outcomes, and foster deeper engagement in multiplayer settings where fairness is paramount.[6] A core mechanic in many turn-based systems is turn resolution, where players queue all intended actions during their phase, and these execute simultaneously at the turn's end to resolve interactions like attacks, movements, and counters in a balanced manner. This simultaneous execution prevents sequential advantages and allows for emergent tactics, such as opportunity fires or chained effects, while maintaining the game's paused deliberation. Some evolutions introduce timed limits within turns to add pressure, bridging toward hybrid systems.[20]Hybrid and Variant Systems
Timed Turns and Time Compression
Timed turns introduce real-time constraints into turn-based gameplay, requiring players to complete their actions within a limited period, often enforced by countdown timers to maintain momentum and prevent indefinite deliberation. This mechanism blends the strategic depth of turn-based systems with an element of urgency, ensuring that decisions are made efficiently without sacrificing the sequential nature of play. Time compression, conversely, accelerates in-game temporal progression, where each turn or action represents a disproportionately larger span of simulated time, allowing expansive narratives or simulations to unfold within manageable play sessions. Key characteristics of these systems include their ability to balance deliberate planning with imposed deadlines, fostering a sense of tension that mirrors real-world pressures while skipping over mundane intervals in the game's timeline. In timed turns, the focus is on per-turn limits that encourage quick yet thoughtful choices, whereas time compression streamlines long-duration events, such as seasonal cycles or historical eras, by aggregating them into discrete steps. These approaches enhance pacing in strategy-oriented games, where unchecked deliberation or protracted simulations could lead to player fatigue. The historical origins of timed turns trace back to chess tournaments in the late 19th century, where mechanical clocks were first introduced in 1883 at the London International Tournament to curb excessively long games and promote fair competition. In video games, early implementations appeared in titles like Utopia (1982), a turn-based strategy game for the Intellivision that imposed time limits on turns to simulate urgency in resource management and conquest. Time compression emerged concurrently in computer strategy games, exemplified by Sid Meier's Civilization (1991), which structures gameplay across fixed turns spanning decreasing intervals—from hundreds of years in the ancient era to single years in the modern era—to efficiently model human history without requiring real-time simulation of every moment. Representative examples illustrate these mechanics' versatility. In chess variants like blitz (typically 3-5 minutes per player), a countdown clock enforces rapid moves, heightening tactical acuity under pressure. Digital card game Hearthstone employs 75-second turn timers, compelling players to assemble strategies swiftly amid evolving board states. For time compression, Civilization's model condenses millennia into approximately 500 turns, with early moves equating to broad epochs (e.g., 50-100 years per turn) that transition to finer granularity later, enabling detailed late-game diplomacy and warfare. These systems offer distinct advantages, primarily by mitigating stalling tactics and improving overall flow, which sustains engagement in extended sessions. Timed turns reduce analysis paralysis, promoting intuitive decisions that align with the game's strategic goals rather than exhaustive computation. Time compression benefits long-form strategy games by bypassing uneventful periods, such as idle growth phases, to focus on pivotal events, thereby enhancing narrative progression and player satisfaction without inflating playtime. Specific mechanics often involve visible countdown timers displayed during a player's turn, resetting upon completion or advancing to the opponent, as seen in Hearthstone's interface where the timer depletes in real-time seconds. Compression ratios vary by design intent; in Civilization, one turn might represent 60 years in the Classical Era but only 1 year in the Information Era, allowing exponential technological and societal advancement to be simulated proportionally within the turn structure.Active Time Battle Systems
Active Time Battle (ATB) systems determine character turns through real-time filling action gauges, enabling players to issue commands once a character's gauge reaches capacity while allowing simultaneous or interrupting enemy actions. This hybrid approach merges the strategic depth of turn-based combat with real-time responsiveness, as gauges continue to advance even during menu navigation in active mode, creating opportunities for dynamic battle flow. In wait mode, by contrast, gauge progression pauses when players access command menus, providing more deliberate decision-making akin to traditional turns. These modes are prevalent in Japanese role-playing games (JRPGs), where they enhance pacing by tying action frequency to character attributes. The ATB system originated in Final Fantasy IV (1991), designed by Hiroyuki Ito at Square to leverage the Super Nintendo Entertainment System's capabilities for more engaging battles. Ito drew inspiration from Formula 1 racing, particularly pit stop timings, envisioning a system where faster "vehicles" (characters) could lap slower ones and act multiple times per cycle. This marked a shift from pure turn-based mechanics, introducing variable timing to prevent button-mashing and encourage tactical choices, such as immediate basic attacks or delayed powerful spells. Prominent examples include the Final Fantasy series from IV through X, where ATB evolved with refinements like multiple gauges per character in later entries. Chrono Trigger (1995) adapted a similar ATB variant, incorporating visible enemies and combo techs that trigger based on gauge alignments for heightened interactivity. ATB systems offer advantages by injecting tension into turn-based encounters, as the unpausable flow in active mode demands quick prioritization without devolving into chaotic real-time action. This balances accessibility for newcomers via wait mode with challenge for veterans, fostering replayability through stat-driven variability. Gauge fill rates, primarily governed by a character's speed stat, result in shorter intervals for agile units—allowing them to act more frequently—while slower ones face extended waits, promoting party composition strategy.Pausable Real-Time Systems
Pausable real-time systems feature continuous progression of game events in real time, where players can optionally pause the action to issue commands, access menus, or develop tactics, thereby blending fluid gameplay with deliberate decision-making. This approach halts all in-game time during pauses, allowing players to select units, assign orders, or review the battlefield without external pressures, which is particularly prevalent in real-time strategy (RTS) and simulation genres. Key characteristics include the ability to pause at will for issuing complex instructions, such as unit formations or resource allocations, while maintaining the underlying real-time engine for unpaused moments. These systems are commonly implemented in RTS titles to manage large-scale battles and in action-adventure games for inventory or equipment adjustments. The mechanic gained prominence in the 1990s through titles like Syndicate (1993), developed by Bullfrog Productions, which introduced a pause toggle via the "P" key to interrupt the isometric real-time tactics gameplay. It was further popularized by Homeworld (1999) from Relic Entertainment, where tactical pauses enabled players to maneuver 3D space fleets and queue commands during single-player missions, enhancing strategic oversight in vast cosmic environments. Notable examples include StarCraft II (2010), where campaign missions support pausing via the Escape key for menu access and basic planning, though unit orders are typically queued in real time; this facilitates tactical adjustments in narrative-driven scenarios. Similarly, The Legend of Zelda: Ocarina of Time (1998) employs a pause subscreen for inventory management, freezing the world to equip items, assign buttons, or consult maps, which supports puzzle-solving and combat preparation. These systems offer advantages by merging the immediacy and dynamism of real-time action with the contemplative depth of turn-based strategy, enabling players to adapt tactics mid-battle without sacrificing momentum. They also improve accessibility, allowing newcomers or those preferring slower pacing to issue precise commands and assess situations thoroughly, reducing reliance on high actions-per-minute (APM) rates. Specific mechanics often involve hotkeys for activation, such as the "P" or Pause/Break keys to toggle the pause state, during which the interface remains interactive for selections and queuing. In multiplayer modes, pauses may be restricted or time-limited—typically to 30-60 seconds—to maintain fairness and prevent stalling, with notifications alerting opponents.Specialized Time Progression Mechanics
Ticks and Rounds
Ticks represent the fundamental discrete time units in game simulations, serving as the smallest increments for updating game state, such as processing logic, physics, or AI behaviors during each iteration of the game loop. These micro-updates enable consistent progression independent of rendering frame rates, ensuring that simulations remain deterministic and balanced across different hardware configurations. In contrast, rounds function as aggregated time structures that bundle multiple individual actions or turns, facilitating coordinated decision-making in scenarios involving numerous participants, such as battles with multiple units.[21][22] The key characteristics of ticks include their role in maintaining smooth, granular simulations by synchronizing updates at fixed intervals, which prevents erratic behavior in real-time elements like animations or environmental changes. Rounds, meanwhile, impose structure on turn-based interactions, dividing gameplay into sequential phases—such as planning, execution, and resolution—to manage complexity and promote strategic depth, particularly in wargames where simultaneous actions could otherwise lead to chaos. This division allows for orderly progression, where all entities act within a defined window before advancing collectively.[22][23] Historically, ticks trace their origins to early computational simulations, exemplified by John Conway's Game of Life, a cellular automaton where each "generation" acts as a discrete tick, simultaneously applying rules to update cell states across the grid; this mechanism was first detailed in Martin Gardner's 1970 Scientific American article. Rounds emerged in tabletop role-playing games like Dungeons & Dragons (1974, which structured combat into one-minute rounds to simulate intense, coordinated skirmishes among characters and foes. Over time, later editions refined this to approximately six-second rounds for heightened tactical pacing.[24] Prominent examples of tick-based systems appear in early multiplayer online games, such as MUDs and MMOs like EverQuest, where a six-second tick governs periodic events including health regeneration, damage-over-time effects, and spell durations to synchronize server-side computations across players. Round-based mechanics are evident in card games like Texas Hold'em poker, which organizes play into distinct rounds—preflop, flop, turn, and river—for betting and community card reveals, ensuring phased progression. In wargames, rounds bundle multi-unit coordination, as seen in systems with dedicated phases for movement and shooting.[25][26][23] Tick systems provide advantages in granularity, allowing precise tuning of mechanics like cooldowns or resource accumulation for balanced gameplay, while decoupling simulation speed from visual performance to support accessibility. Rounds mitigate overload in large-scale engagements by sequencing actions, enabling players to process information methodically without real-time pressure. Specific implementations include tick rates of 20 per second in Minecraft's core loop, which advances the world state every 50 milliseconds for consistent day-night cycles and entity behaviors, and round phases in wargames distinguishing planning (e.g., unit orders) from resolution (e.g., combat outcomes). Ticks may also integrate with timelines for enhanced event sequencing.[22][27][28][23]Timelines
Timelines in game mechanics refer to visual representations, often in combat systems, that display the sequence and timing of upcoming actions for characters and enemies, allowing players to anticipate and influence turn order. These systems blend turn-based strategy with real-time elements, where icons or cards progress along a gauge or line, enabling interruptions, delays, or cancellations based on player inputs. Unlike pure turn-based systems, timelines provide transparency into future actions, promoting tactical depth through timing-based decisions.[29] The mechanic gained prominence in Japanese role-playing games (JRPGs) during the late 1990s, with Grandia (1997 in Japan, 1999 internationally) introducing the Initiative Point (IP) gauge as a core feature. In Grandia, icons for all combatants move along the IP gauge, divided into waiting, preparation, and action phases; players can strike enemies during preparation to cancel their attacks or knock them back on the gauge, delaying their turns. This system emphasizes positioning and timing, as battles occur in a 3D field where movement affects outcomes.[29][30] Subsequent games expanded on this foundation. Mana Khemia: Alchemists of Al-Revis (2007 in Japan, 2008 internationally) uses a card-based timeline where turns are represented as cards progressing from left to right; actions reposition cards in the stack based on speed and type, allowing stuns or guards to manipulate order. Support characters can swap in, adding layers to party management. The series' approach integrates alchemy synthesis with combat pacing, where timeline control enables chain combos and finishers.[31][32] Timeline systems offer advantages in engagement by visualizing uncertainty, enabling proactive strategies like preemptive interruptions that reward speed and foresight. They appear in later titles, such as the SaGa series (e.g., SaGa Scarlet Grace, 2016), where timelines facilitate complex role assignments and event sequencing. These mechanics enhance immersion in narrative-driven games by making time a manipulable resource, though they require balanced design to avoid overwhelming players with information.[29]Progress Clocks
Progress clocks are segmented circular dials or tracks employed in tabletop role-playing games (RPGs), particularly within the indie RPG design space, to visually represent non-linear progress toward objectives or the escalation of threats. These clocks divide a circle into 4 to 8 equal segments, which are gradually filled—typically with ticks—based on player actions, complications, or narrative developments, allowing game masters to track ongoing efforts against obstacles without relying on strict chronological sequencing. Unlike linear timers, progress clocks emphasize fictional positioning and uncertainty, enabling the representation of multiple concurrent timelines or parallel challenges in a shared narrative.[33] The mechanic originated in Blades in the Dark, a tabletop RPG published in 2017 by designer John Harper through Evil Hat Productions, where it serves as a core tool for managing complex scenarios in a haunted industrial-fantasy setting. In this system, clocks are drawn ad hoc during play to handle elements like growing suspicion from authorities or the infiltration of a secure vault, with segment counts reflecting difficulty: 4 segments for standard complex tasks, 6 for more intricate ones, and 8 for daunting endeavors. Specific types include danger clocks, which advance threats like enemy reinforcements; project clocks, which monitor long-term goals such as building a criminal empire; and faction clocks, which tick forward during downtime to simulate NPC group agendas. These elements allow for dynamic interplay, where partial successes or failures contribute ticks, fostering a sense of mounting tension.[33][34] Progress clocks have been widely adopted in the "Forged in the Dark" family of games, which adapt and expand Blades in the Dark's framework for diverse settings; notable examples include Scum and Villainy (2018), a sci-fi RPG where clocks track spaceship repairs amid imperial pursuits or rival smuggling operations. This mechanic's key advantages lie in its ability to handle uncertainty and parallelism, permitting multiple overlapping threats to evolve independently while maintaining narrative momentum in group play. Its visual format enhances accessibility for collaborative storytelling, as players can intuitively grasp escalating risks without verbose bookkeeping, making it particularly effective for indie RPGs focused on heist-like missions and emergent complications.[35][33]Advanced Turn Dynamics
Unit Initiative and Interruptions
In turn-based games, particularly tactical role-playing games and strategy titles, unit initiative refers to the mechanism that establishes the sequence in which characters or units act during combat rounds, often determined by statistical attributes such as speed, dexterity, or agility, combined with random elements like dice rolls. This system introduces variability into otherwise structured turns, allowing faster units to act earlier and potentially disrupt enemy plans before they fully unfold. Interruptions, conversely, enable units to perform reactive actions outside their designated turn, such as counterattacks triggered by an opponent's movement or positioning, thereby simulating real-time tactical responsiveness within a turn-based framework.[36] The historical roots of unit initiative trace back to early tabletop role-playing games, notably the 1974 edition of Dungeons & Dragons, where combat initiative was resolved by each side rolling a six-sided die, with the higher result granting the option to act first or last in the round. This side-based approach evolved in subsequent editions to individual unit rolls modified by attributes like Dexterity, emphasizing personal prowess in determining action order. Interruptions emerged shortly thereafter in the 1977 Holmes Basic Set, where surprised or fleeing opponents could provoke free melee attacks, laying the groundwork for formalized opportunity mechanics that penalize careless movement. These elements were designed to balance predictability with excitement, drawing from wargaming traditions to make combat feel more fluid and consequential.[36] Key characteristics of initiative and interruptions include their role in creating speed-versus-power trade-offs, where investing in agility stats allows units to seize early advantages or interrupt foes, but may sacrifice raw damage output. For instance, in XCOM: Enemy Unknown, the Overwatch ability functions as an interruption, permitting soldiers to automatically fire at moving enemies during the alien phase, effectively rewarding positioned units with reactive shots that can alter battle momentum. Similarly, in the Fire Emblem series, a unit's Speed stat dictates the order of attacks within individual engagements—if one combatant's Speed exceeds the opponent's by a threshold (typically 4 or 5 points), they perform a follow-up attack after the initial exchange, turning a single clash into a decisive sequence. These mechanics add dynamism to turn-based play by preventing static, alternating phases and encouraging players to optimize unit builds for both proactive and reactive scenarios.[37][38] Specific implementations often involve calculating initiative scores as a base roll plus modifiers; in Dungeons & Dragons, this might be a d20 roll plus a Dexterity bonus, ranking units from highest to lowest for the round. Interruption conditions are typically tied to spatial threats, such as opportunity attacks in D&D editions from 3rd onward, triggered when an enemy leaves a unit's melee reach without disengaging, imposing a risk on repositioning that promotes defensive positioning. Such systems can integrate briefly with hybrid mechanics like Active Time Battle, where initiative bars charge at rates influenced by speed, enabling interruptions once thresholds are met.[36] The advantages of these systems lie in their ability to reward strategic optimization—players must balance stat allocation to gain initiative edges or interruption potential—while mitigating the predictability of rigid turn orders, fostering emergent tactics like ambushes or protective formations. By introducing variability and reactivity, initiative and interruptions enhance player engagement, as evidenced in design analyses showing they increase the perceived value of acting first by equivalent to an extra partial turn in combat resolution. This prevents exploitable patterns, such as always targeting the same unit, and simulates the chaos of battle without abandoning turn-based clarity.[39]Simultaneous and Clock-Based Turns
In simultaneous and clock-based turns, players submit actions concurrently—either blindly without knowledge of others' choices or in real-time—followed by collective resolution to determine outcomes, with clocks or timers often used to synchronize submissions and manage overlaps or decision limits.[40] This approach fosters uncertainty and interaction, as actions intersect without predetermined order, differing from initiative systems by avoiding strict sequencing of individual player actions. The mechanic originated in board games, notably Diplomacy, invented by Allan B. Calhamer in 1954 and commercially released in 1959, where players engage in open negotiation before secretly writing unit orders that are revealed and resolved simultaneously each turn.[41] It has since been digitized in video games, such as the Combat Mission series beginning with Combat Mission: Beyond Overlord in 2000, which uses "we-go" turns where players input commands within a time limit before simultaneous execution simulates tactical battles.[7] Representative board game examples include Ca$h 'n Guns (first edition 2003), in which players simultaneously decide to aim their foam guns or duck during standoff phases, revealed on a collective count to resolve threats and bluffing.[42] In video games, Among Us (2018) employs clock-based simultaneous turns through timed emergency meetings, where players discuss suspicions in a shared 15- to 120-second window before concurrent voting.[43] Key characteristics of these systems include reduced downtime, as all players plan and act in parallel rather than waiting sequentially, which accelerates pacing in multiplayer settings.[44] They also promote bluffing in blind action submissions, where deception about intentions can sway results, or coordination via preliminary negotiation phases that build alliances or misdirection.[45] Advantages encompass speeding overall play by minimizing idle time—essential for larger groups—and simulating chaotic, unpredictable scenarios akin to real-world conflicts or social deductions, where overlapping decisions create emergent interactions.[46] Specific mechanics often feature clock synchronization to enforce fairness, such as 30-second action windows for inputting moves, ensuring all players complete planning before a unified resolution phase calculates intersections like collisions or counters.[47] In Laser Squad Nemesis (2003), for example, multiplayer turns use timed planning periods where commands are entered blindly, followed by a playback resolution that animates simultaneous unit movements and combats.[48] These elements maintain tension by limiting deliberation while allowing complex overlaps to unfold coherently.Special Phases and Optional Modes
Special phases in game timekeeping refer to structured segments within a turn or gameplay cycle dedicated to specific actions, such as movement, combat, or resource allocation, which help delineate and organize player decisions in complex simulations.[49] These phases allow for sequential progression without continuous real-time pressure, enabling strategic planning in each discrete interval. Optional modes, on the other hand, provide toggles that permit players to alternate between different timekeeping styles, such as shifting from continuous action to segmented turns during critical encounters.[50] Key characteristics include their role in managing multifaceted interactions—phases break down overwhelming scopes into manageable steps, while optional modes offer flexibility to suit varying player preferences for pacing and control.[51] The historical origins of special phases trace back to wargames, where they emerged to simulate military operations methodically; for instance, the 1984 edition of Axis & Allies divides each player's turn into six distinct phases: purchasing and repairing units, combat movement, conducting combat, non-combat movement, mobilizing new units, and collecting income.[49][52] This phased structure, inspired by earlier board wargames, ensured balanced alternation between preparation and execution, preventing chaos in multi-player scenarios. Optional modes have roots in later digital adaptations seeking to broaden accessibility, evolving from rigid systems to player-driven choices in the 2010s. Prominent examples illustrate these mechanics in action. The Total War series employs special phases by combining turn-based strategic campaigns—where players manage empires over discrete turns—with real-time tactical battles that unfold continuously upon engagement, creating a hybrid flow that transitions seamlessly between macro planning and micro execution.[53] In Pathfinder: Wrath of the Righteous (2021), an optional mode allows players to toggle turn-based combat mid-game via settings, switching from real-time with pause exploration to segmented turns for tactical depth, accommodating preferences for deliberate strategy over fluid action.[50][54] These elements offer advantages in organizing expansive game worlds, reducing cognitive overload by confining actions to relevant phases, and accommodating diverse skill levels through mode selection, which can enhance replayability and inclusivity.[51] Specific mechanics include phase transitions triggered by completion of prior actions—such as moving from combat movement to resolution in Axis & Allies—and mode-switching via menu options or hotkeys, like the in-combat toggle in Pathfinder: Wrath of the Righteous, often with visual cues to signal the shift.[49][54] This approach briefly enhances hybrid systems, such as pausable real-time setups, by layering optional segmentation for finer control.[55]Timekeeping in Non-Digital Games
Board and Tabletop Games
Timekeeping in board and tabletop games relies on physical tools such as sand timers, hourglasses, mechanical clocks, and abstract tracks to regulate turns, phases, and overall progression, distinguishing these non-digital formats from purely mental or athletic pursuits. These mechanisms enforce limits on decision-making and action execution, fostering strategic depth while preventing stagnation in multi-player sessions. Unlike digital implementations, physical timekeepers emphasize tactile interaction, where players manually flip timers or advance markers, enhancing the sensory experience of gameplay. Historically, the integration of time controls began in the mid-19th century with sand hourglasses employed during the 1861 chess match in London between Adolf Anderssen and Johann Kolisch, allocating each player two hours for 24 moves to accelerate play in lengthy contests. [56] Mechanical innovations followed, with the first chess clock invented in 1883 by Thomas Bright Wilson of the Manchester Chess Club and Joseph Henry Blackburne, featuring two synchronized faces on a single device that was debuted at that year's London tournament. [5] Sand timers also appear in backgammon variants, particularly in speed or blitz formats, where short durations like 30 seconds to three minutes per turn promote rapid decision-making and reduce game length. [57] Key characteristics of timekeeping in these games include real-time elements in dexterity-based titles, where simultaneous actions occur under continuous pressure, and structured controls in competitive scenarios to balance fairness and pace. For example, dexterity games like Escape: The Curse of the Temple mandate real-time dice rolling and tile exploration within 10-minute segments per level, compelling cooperative urgency without individual turns. [58] In strategic competitions, chess-style clocks extend to games like Go and Shogi, enforcing move limits to curb analysis paralysis in professional matches. Representative examples illustrate diverse applications: escape room board games such as Unlock! incorporate a 60-minute timer managed via a companion app to simulate confined puzzle-solving under escalating tension, requiring teams to decode riddles before time expires. [59] Similarly, epic strategy games like Twilight Imperium employ optional round timers—often 5-10 minutes per player phase—to streamline multi-hour sessions across galactic conquest rounds. [60] Specific mechanics further highlight adaptations, such as shot clocks in sports simulation board games like All-Star Basketball, which limit play calls to 24 seconds per possession to mirror professional basketball dynamics. Time tracks appear in engine-building games like Wingspan, where a shared round tracker advances goals over four phases, abstractly representing seasonal progression and resource accumulation limits. [61] These approaches offer advantages including tangible urgency from visible sand flow or ticking hands, which heightens immersion and decision stakes, alongside opportunities for social interaction during enforced waits, as players discuss strategies while observing opponents. [62]Sports and Physical Games
In sports and physical games, timekeeping establishes fixed durations or periods overseen by officials to regulate competitive play, ensuring structured progression while incorporating overtime rules for unresolved matches. These systems typically divide games into discrete segments, such as halves or quarters, with a central clock that pauses for stoppages like injuries or substitutions, promoting fairness by limiting total playtime and preventing indefinite contests. Overtime provisions, often sudden-death formats or extended periods, resolve ties and heighten intensity, as seen in regulations from major governing bodies. Key characteristics of timekeeping in these games include real-time execution with strategic interruptions and possession limits enforced by shot clocks to accelerate pacing and prevent stalling. For instance, stoppages allow for official reviews or team huddles, while shot clocks mandate action within a brief window, balancing offensive opportunities against defensive strategies. This real-time nature demands constant monitoring by referees or timekeepers, who use visible clocks or whistles to signal transitions, fostering a dynamic environment where timing directly influences tactics and outcomes. The historical origins of such systems trace back to the 19th century in soccer (association football), where the 90-minute format of two 45-minute halves was formalized in 1866 to standardize matches amid growing professionalism, as documented in early Football Association rules. Basketball introduced the shot clock in 1954 to counter deliberate delays plaguing the league, with the National Basketball Association implementing a 24-second limit per possession to invigorate gameplay and boost scoring averages from 79.5 to 93.1 points per game in its debut season. [63] These innovations addressed pacing issues in emerging organized sports, evolving from informal time limits to precise, rule-enforced mechanisms. Examples abound across disciplines, such as American football's division into four 15-minute quarters with allocated timeouts for each team, allowing strategic pauses while the game clock runs continuously during plays to simulate real momentum. In baseball, innings serve as period divisions without a overarching clock, though pitch clocks introduced in 2023 limit time between pitches to 15-20 seconds, reducing overall game length by about 24 minutes on average. [64] Specific mechanics like soccer's injury time additions—extra minutes tacked onto halves for stoppages—compensate for disruptions without altering the core duration, maintaining equity. These elements ensure fairness by standardizing opportunities and build suspense as time expires, compelling decisive plays. The advantages of these timekeeping approaches lie in their ability to enforce impartiality across participants and cultivate dramatic tension, as dwindling clocks force high-stakes decisions that can swing results. By imposing temporal boundaries, they prevent exploitation of rules and promote spectator engagement through predictable yet urgent structures. Such mechanics in physical sports have briefly influenced video game simulations, where digital clocks mimic these periods to replicate authentic competitive flow.Reception and Critical Perspectives
Debates on System Merits
Debates on the merits of timekeeping systems in games center on their impacts on accessibility, fairness, and immersion, with players and designers weighing how these mechanics shape strategic depth and engagement. Real-time systems are often praised for generating excitement through continuous action and adrenaline-fueled decision-making, yet they face criticism for erecting skill barriers tied to manual dexterity and reaction speed, potentially alienating players who prioritize thoughtful strategy over rapid execution. In contrast, turn-based systems promote equity by granting all participants equal time to deliberate moves, fostering a sense of fairness, but they are frequently derided as sluggish, which can undermine immersion by breaking the flow of narrative or conflict. These discussions highlight a core tension: real-time approaches excel in simulating urgency and chaos, while turn-based ones emphasize precision and inclusivity, leading to varied preferences based on player temperament and game context.[3] The intensity of these debates escalated in the 1990s alongside the surge in video game popularity, particularly as real-time strategy (RTS) titles like Dune II (1992) and StarCraft (1998) challenged the dominance of established turn-based strategy (TBS) games such as Civilization (1991), sparking intense debates in gaming communities. This era marked a pivotal shift, as RTS games introduced simultaneous action that mirrored real-world warfare's unpredictability, contrasting with TBS's structured turns rooted in board game traditions, and igniting arguments over which better captured strategic essence without compromising playability. The proliferation of RTS in the mid-to-late 1990s, with releases flooding the market monthly, amplified these clashes, as developers and players grappled with balancing speed against deliberation in an increasingly competitive genre landscape.[65][66] Community discussions, analyzed across hundreds of online posts, reveal a nuanced spectrum of preferences, with approximately 41.5% favoring turn-based for its tactical depth and relaxed pace, 15.5% preferring real-time for its intensity, and over 58% open to multiple styles as long as execution is strong. Designer Sid Meier, creator of the Civilization series, has advocated for turn-based mechanics by emphasizing their empowerment of players as "kings" who drive outcomes through unhurried choices, allowing deeper exploration of consequences that real-time formats might rush past. These insights from forums and interviews underscore a consensus that no single system universally prevails, but hybrids like real-time with pause (RTwP) emerge as popular compromises, blending action's thrill with strategic pauses for party management, as seen in games like Baldur's Gate. Meier's perspective aligns with broader designer views that turn-based depth enables "interesting choices" without the pressure of perpetual motion, enhancing long-term engagement.[3][67][68] Real-time systems' primary advantage lies in their adrenaline-inducing pace, which heightens immersion by evoking real-time tension and rewarding quick pattern recognition, though this often leads to frustration from overwhelming multitasking and unfair advantages for high-dexterity players. Turn-based approaches counter with equity and accessibility, enabling newcomers to compete on intellectual merit alone, but their deliberate rhythm can feel monotonous, reducing excitement in prolonged sessions. Hybrids mitigate these extremes by incorporating pauses or timed elements, offering tactical equity without sacrificing momentum, though they risk micromanagement overload. Specific mechanics like actions per minute (APM) in real-time games exemplify balance challenges, where average players hover around 300 APM while professionals exceed this, creating barriers that prioritize execution speed over pure strategy and prompting calls for caps or simplifications to broaden appeal.[3][66][69]Evolution and Modern Trends
The evolution of timekeeping in games has progressed from rudimentary real-time mechanics in the 1970s arcade era, where titles like Pong (1972) and Space Invaders (1978) relied on continuous, unpaused action to simulate urgency and skill-based timing, to more structured turn-based systems in early computer RPGs of the 1980s, such as Wizardry (1981), which divided gameplay into discrete player decisions to manage complexity on limited hardware.[70] This shift laid the groundwork for hybrid approaches by the 1990s and 2000s, blending real-time exploration with paused or turn-based combat in games like Baldur's Gate II (2000), allowing for strategic depth without constant pressure. By the 2010s, indie tabletop RPGs popularized progress clocks—a circular tracking mechanic originating in Blades in the Dark (2017)—to represent ongoing threats or objectives in narrative-driven play, influencing digital adaptations in 2020s indie titles like Ironsworn (2020), where clocks segment time into visual progress bars for asynchronous solo or co-op sessions.[33] In the 2020s, timekeeping trends emphasize hybrid systems that combine turn-based precision with real-time fluidity, promoting accessibility across player skill levels and platforms. Asynchronous multiplayer has surged in popularity, particularly in mobile and online games, enabling players to take turns at their convenience without synchronized sessions, as seen in titles like Among Us (2018, peaking post-2020) and evolving into features in strategy games like Clash Royale updates (2021 onward), which allow offline progress and queued actions to accommodate varied schedules.[71] AI-assisted real-time mechanics have also emerged, with algorithms dynamically adjusting pacing—such as auto-pausing during interruptions or scaling enemy response times based on player performance—to enhance inclusivity, a trend highlighted in the 2025 Unity Gaming Report where 79% of developers reported feeling positive about AI's impact on game development as of March 2025.[72] Recent examples include Baldur's Gate 3 (2023), which employs hybrid turns for combat (turn-based by default, with real-time exploration and optional mods for full real-time play) to bridge tactical planning and immersive action, earning critical acclaim for its flexible pacing that suits both solo and co-op play.[73] Post-2020 mobile gaming trends favor hybrid models that integrate real-time elements with strategic pauses, exemplified by games like Genshin Impact (2020), which uses auto-pause during exploration and timed events to blend open-world action with gacha-driven progression.[74] These designs offer advantages in inclusivity, providing mode options for players with different reaction speeds or playtimes, while VR integration explores time dilation for heightened immersion—experiments in VR environments, such as those slowing gameplay during stillness to manipulate perceived duration, have shown alterations in subjective time sense without inducing motion sickness, as demonstrated in 2023-2025 studies on presence and performance.[75] In esports, adaptive time scaling refines competitive balance; for instance, Valorant's 2025 patches introduced ability cooldown adjustments and round-time tweaks to counter meta shifts, ensuring fair play across global tournaments by dynamically scaling event durations based on team performance data as of October 2025.[76] Overall, these innovations reflect a broader push toward player-centric timekeeping, with hybrid and AI-driven systems dominating 2025 development pipelines to foster broader engagement in both digital and non-digital formats.[72]References
- https://strategywiki.org/wiki/Mana_Khemia:_Alchemists_of_Al-Revis/Gameplay
