Skip to Content
 

Real Time as a Resource

5 replies [Last post]
Grall Ritnos
Offline
Joined: 02/07/2011

Hey gang. Recently I've been toying with the idea of using real time as a resource in games. One example of this that I'm aware of is Galaxy Trucker, where players are racing against each other in real time to assemble a starship from a pool of face down tiles. Players can only grab one tile at a time, so most of the building phase is spent madly grabbing for tiles to find the pieces you need. However, there is one other action that is available to players. During the building phase, players can take time to look at the face down stacks of cards which will determine many of the obstacles their ship will have to navigate. Thus, players can choose to "spend" part of their build time to get information that will help them determine how they need to build their ships. This got me wondering how else real time might be able to be spent.

What if players could start a 30 second timer, during which they could take no action, but at the end of which they were allowed to draw a tile from a separate pool of very powerful tiles? Or, what if they could sit out for one timer cycle in order to be able to draw two tiles at a time for the rest of the round? What about "spending" a cycle to increase the power of all of one type of tile on their ship?

I've also been trying to brainstorm different tasks which would be interesting when put "on the clock". So far I've come up with building something (like Galaxy Trucker), solving a puzzle, completing some type of solitaire mini-game and rolling dice until you reach a certain outcome. I know Space Cadets has some interesting timed mini-games, but I've never played it to get a sense of how fun and repeatable they actually are. I've also considered including more than one of these tasks in order to force players to choose how to "spend" their real-time resource.

I think there are some interesting possibilities here, but given that I haven't had much of a chance to test this mechanic, I'm curious about your thoughts. Here are a few questions I'd love to have feedback on:

- Does using real time as a resource seem interesting/fun?
- Would giving players the option to choose to sit out create a negative play experience?
- How long is too long? If the reward was balanced, would you sit out of a real time game for 15, 30 or 60 seconds?
- How would your feelings about real time as a resource change if the round were a fixed duration (say 3 minutes), versus a round where the duration is limited by the pace of other players? (as in Galaxy Trucker, where any player chooses to start a timer, after which the round ends)
- What other types of tasks would be interesting to "put on the clock" in a game using this mechanic?
- Are there other games I'm not aware of which use similar mechanics?

Thanks as always for your feedback and insight!

questccg
questccg's picture
Offline
Joined: 04/16/2011
Talk with...

TBone has been working on a RTS board game. Originally he had no board - but then added one. Search for TBone in the *Search* and you will find references to his RTS game.

JustActCasual
JustActCasual's picture
Offline
Joined: 11/20/2012
slow vs stop

I think it's an interesting idea, but enforced downtime is not very fun. In the galaxy trucker example it's substituting activity rather than stopping activity: real time seems best used as a means of making activity more hectic and moving things along. That being said, you might try slowing rather than stopping for rewards: if you remember having 'slow races' as a kid it can be very engaging trying to do things consistently slower than other players while still having to progress.

Grall Ritnos
Offline
Joined: 02/07/2011
Substituting

I like your comment about substituting vs stopping. I think that might be the key to move forward. I'm wrestling a bit with the idea of slowing though. I'm just not sure how to implement that without forcing players into tedious or pointless activity. If we stick with the Galaxy Trucker example, I can't think of a meaningful way to cause players to slow down when building their ships that doesn't feel tacked on. Maybe I'm just not giving the problem enough thought. I might think more about the substituting idea and using some of the alternate activities I mentioned in the original post. With the right set of activities to choose between, this could lead to some interesting player choices.

Tbone
Tbone's picture
Offline
Joined: 02/18/2013
If you were to add real time

If you were to add real time to the game, you have to know how to control it well. Having to wait too long can leave the player anxious and somewhat irritated bringing a negative affect to the game. Having to wait too short of a time can be tedious... Maybe come up with time cards or build cards that can sort of act as "time" where as one card could have three hours of work (if you want it in REAL TIME) and the piece of the ship cost eight hours of work... So... You would need at least five more working hours to build the piece. Sort of like time currency! This way the players are still engaging and not waiting around, the speed of the game is still somewhat fast, and there is now a new area of strategic play (saving more working hours for a better more valuable piece compared to spending your hours of work on less valuable parts). Just some of my thoughts!

ninjaneer
ninjaneer's picture
Offline
Joined: 03/11/2013
Existing real-time games

I'm guessing your game is competitive, but there are a few co-op games that use real time as a resource you might want to check out. In particular, Space Alert and Escape: The Curse of the Temple. Both games feature a time limit and in particular a soundtrack to enforce it. The end of the audio track marks the end of the game, and the tracks are only 7-10 minutes long, making the games very short. There's also a lot of actions that players need to take, making it very frantic and fast-paced. The issue for a competitive game is that these games often require shared access to a limited resource, so there's strong incentive to prioritize access to it. In a competitive game, there's incentive to hog a resource to deny other players access to it. If you could mitigate that somehow (maybe players need many different resources, but can only use a few at a time and must give up the others?) you could come up with a pretty interesting dynamic.

Syndicate content


forum | by Dr. Radut