Innovative Gameplay Using Time Travel and Time Manipulation€¦ · • Repeat timeline: Groundhog...

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Innovative Gameplay Using Time Travel and Time Manipulation Chris Hazard Hazardous Software Inc. http://hazardoussoftware.com (and North Carolina State University)

Transcript of Innovative Gameplay Using Time Travel and Time Manipulation€¦ · • Repeat timeline: Groundhog...

Page 1: Innovative Gameplay Using Time Travel and Time Manipulation€¦ · • Repeat timeline: Groundhog Day • Time wave propagation – Instant: The Butterfly Effect – Velocity: Back

Innovative Gameplay Using Time Travel and Time Manipulation

Chris Hazard

Hazardous Software Inc.http://hazardoussoftware.com

(and North Carolina State University)

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Time Travel is Here: Achron

• Free-form time travel• Multiplayer• CPU & memory now sufficient• Demo...

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Outline• Time travel taxonomy

– Sci-fi– Games

• Time travel & gameplay: implications & isomorphisms– Undoing– Reversing– Time velocities– Editing timeline– Chronoporting– Overlaying vs branching

• Time mechanisms and game development

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Time Travel in Science Fiction• Immutable timeline

– Predestination paradox: 12 Monkeys• Mutable timeline

– New “layers”: Primer– Dimensions of time > 1: The Time Ships– Merging changes: Back to the Future– Precognition: The Shining

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Time Travel in Science Fiction (2)

• Repeat timeline: Groundhog Day• Time wave propagation

– Instant: The Butterfly Effect– Velocity: Back to the Future

• Traveling through time– Instant: Doctor Who– Velocity: The Time Machine

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Time Travel in Games

• Story only• Time zones• Time loop• Reverse time• Fixed jump back• Free-form

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Story OnlyCommand & Conquer

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Time ZonesChrono Trigger Singularity

Darkest of Days

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Time LoopMajora's Mask

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Reverse Time

Braid

TimeShift

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Fixed Jump BackThe Misadventures of P.B. Winterbottom

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Free-FormAchron

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Why Add Time Manipulation?• A new/different gameplay experience• IP / franchise• Difficulty forgiveness; less time to master

game– Older core gamers– Slower thumbs

• Serious Games– Teach causality– Sensitivity analysis of simulation– Collaborative planning

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Overview ofTime Gameplay Mechanisms

• Undo / alter past• Reverse / change direction• Edit timeline• Chronoport (transfer things across time)• Timeline overlay & branching

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Undo

• Save state & quick load• Play perfect game• Transformative:

– NP Complete problems & branching– Isomorphisms

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Undo Transformation 1

Obstacle/Combat Course Maze

Final Fantasy 12

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Undo Transformation 2Battletoads

Ninja Gaiden Winnable

Winnable

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Reversibility

• Reversible computing– Difference (atomic) vs differential actions– Destruction of information

• System state stored as deltas• Reconstructed by traversing timeline

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Reversibility TransformationR-Type Guitar Hero

Retro/Grade

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Independent Time Velocities

• Units, etc. (e.g., Singularity)• Different causality velocities (e.g., Braid)

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Edit Timeline

• Orthogonal to reversibility• System state able to be reconstructed

instantly• Trade-off between memory (ratio of

“keyframes” to deltas)• Merge vs branch vs stability

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Edit Timeline: Propagation

• Instant: expensive, difficulty w/ paradoxes• Never: overlay, follow player• Time waves

– Speed– Distance between (smoothness)– Spawning process– CPU & Cache

• Player as a time wave

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Edit Timeline: Info Categories

• A map of time– When X happened

• To inform of ability/need of attention– You can perform Y here

• Changes to timeline– Your opponent just changed Z– Time waves

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Edit Timeline: Time as a Resource

• “Chronoenergy”– Non-linearity– Recharge– Spending

• Chronoenergy consumption– Grouped consumption: non-local effect– Hierarchical controls: local effect + mgmt assist

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Edit Timeline: Transformation 1Gran Turismo Sudoku (timed)

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Edit Timeline: Transformation 2

Street Fighter 4 Street Fighter 4

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Edit Timeline: Transformation 3

Dead Space

Not Scary

from http://cuteoverload.com

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Chronoporting

http://forums.somethingawful.com/showthread.php?threadid=3106085#post358560692

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Managing Chronoclones

• Control• Enumeration: name vs reference/handle• Procedural content based on name• Cause & effect

– Age: older comes from younger

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Chronoclones Strategies• Permanent chronoclone “grief”

– Cause: prevent chronoport at edge of time window

– Carrier units, multiple chronoports• Grandfather paradox arbitrage

– Destroy factory that created unit– Unit produced for free

• Cloned resources, resource processors, buildings

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Overlaying• “Hometime”• Updating/merging timeline

– Player disassociation with avatar– RPG (some), RTS & RTT, Sports, 3rd person

shooter, simulation games– Better for multiplayer– Attracting states & fixed points

• Being own parent – fixed point, but not attracting• Minority Report – non-attracting fixed point

OverlayingOverlaying

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Time Branching & Merging

• Causality overlay (branching timeline)– Association with avatar– FPS, platformer, traditional MMORPG– Better for single player

• When to merge?• Multiple players• Reversibility issues

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Preventing Confusion

• Leverage player memory of past• Groundhog day effect

– Accessibility: Majora's Mask• Branch points & mental stack depth• Tolerance for unobserved changes

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Time Travel Effects on Development

• Helps to implement upfront• Reversibility: permeate all actions

– How to minimize deltas (CPU & mem)?• Time travel & game state

– Count bits– Quickly recreate query structures (spatial

indexes, caches, etc.)• Lazy vs up front

– Overtake start distance

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Time Travel Effects Gotchas

• Meta-time weapons: meta-destroying a unit allows it to be created

• Player commands– Frame: relative vs absolute– Moving platforms/buildings– Prediction, lag, & Markov property– Resynchronization

• Distributed processing

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Managing The Butterfly Effect

Image from http://www.naba.org/pubs/bc2001high.html

• Determinism• Locality• Visibility• Agent/unit behavior

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Time Travel Effects on Bugs• Determinism!• Upper-layer (e.g., scripting) bugs VERY easy

– Save game after rare bug happens– Rewind/reverse & replay to reproduce– Save game is instant test case

• Lower-layer bugs VERY hard– Consistency bugs– Uninitialized vars/bad pointers REALLY bad– Log entire system state, find first diff

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Conclusions

• Multiple orthogonal time mechanisms• Decide on temporal mechanic early in dev• Think through implications• Interface & controls important• Lots of untried possibilities• Pushes player to think