About the Mechanic:
The Timer mechanic is all about completing some task or tasks, at or before a certain amount of time has passed. This mechanic is useful for providing players with a chance to take a skill they feel confident with, and express mastery of it by doing it quickly and with precision. This mechanic creates stress for the player; historically this mechanic is often used when tension is required in a work.The "Referee" of a game is responsible for measuring this mechanic; the game's interface is responsible for letting the player know how much time they have to complete their task, however.
Referee Information / Data Structure:
Target TimeStart Time
Elapsed Time = Current Time - Start Time
Player Information / Feedback:
Remaining Time = Target Time - Elapsed TimeDesigner Information:
Margin = Target Time - Expected Execution TimeConditions:
Victory: Elapsed Time <= Target TimeFailure: Elapsed Time > Target Time
When Is This Mechanic Engaging?
- The player has been well-trained in a particular skill, or that skill is so intuitive it doesn't require much training.
- There's a well-balanced margin between how long it takes a player to do something, and the target time.
- When a feeling of stress is needed.
- The challenge can be retried, so that the player can improve their mastery of the skills, if appropriate to the context the mechanic is used in.
- When other players are involved - beating another player's time is a long-standing social tradition dating back quite a long ways!
When Is This Mechanic Distracting?
- The player has not had adequate practice with skill(s) - the player feels like they can't succeed, and gives up.
- The margin of failure is too long - the player has so much time that there is no tension, thus there is no emotional effect on the player or audience.
- The margin of failure is too short - the margin is so small the player feels like they can't succeed, and gives up.
- The payoff is not appropriate to the margin of failure - the challenge of beating the timer needs to be worth it.
- The consequence isn't proportional to the margin of failure - short challenges should be less consequential if failed; long challenges should be more consequential, up to and including non-standard game overs.
Game References:
- Speed Chess during each player's turn. Each player has to quickly reason what their best move it, and make it before the timer sounds.
- Super Metroid's intro where the player has to escape a self-destructing space station - as an early 'quest', the player has a comfortable, but short time to escape. Also, the escape from Zebes, after Samus defeats the final boss with a super-weapon gained during that boss fight - just like the intro, the player has a balanced time to escape.
- Final Fantasy VII's intro uses this after the Scorpion Robot fight to add tension to the escape sequence; the time limit is extremely lax, however, as it's the first quest in the game. In Wall Market, a part of the quest to get into Don Corneo's mansion involves challenging a body-builder to squats to gain a required item. Failure is only minimally punished; you get an inferior item that still counts towards advancing the quest. A bonus boss, Emerald Weapon, is fought under the ocean, while the party has a limited oxygen supply. Also, the boss itself is really freaking hard.
- Any video game speedrun (many people give up speedruns due to not being able to beat a high-profile runner's times at a particular game.)
- World of Warcraft, the Dwarf starting area has a quest where you're supposed to take a mug of hot hot something to an inn. The quest gives you five minutes; the quest is achievable within one. There is no tension, and the mechanic feel superfluous in this case.
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