History Main / InUniverseGameClock

16th Aug '16 10:09:05 AM htuttle
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* The ''VideoGame/{{X-COM}}'' game series allows the player to control how fast the game will be - from 5 seconds to one day for each real life second. Any events that happen will automatically freeze the clock. This is very, very important, as sending rookie troopers into a night mission is essentially the same as shooting them in the head, only more involved.

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* The ''VideoGame/{{X-COM}}'' ''VideoGame/{{XCOM}}'' game series allows the player to control how fast the game will be - from 5 seconds to one day for each real life second. Any events that happen will automatically freeze the clock. This is very, very important, as sending rookie troopers into a night mission is essentially the same as shooting them in the head, only more involved.
31st Jul '16 11:23:23 PM darksoul4242
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* {{Sierra}}'s ''VideoGame/QuestForGlory'' series would close stores, bar the city gates (whether you were inside or out), and put most civilians to bed past certain hours. This was also the only time thief characters could get in their looting. Furthermore, the series also kept track of the number of days elapsed and would advance the plot accordingly; beating the game was usually not possible until key events occurred several days in. An unnoticed time-keeping bug in Quest for Glory III unintentionally ''forced'' the player to be in a certain city on a certain day to take part in an important plot point; if the player missed the event, it would not reoccur -- and the game would not be able to proceed.

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* {{Sierra}}'s ''VideoGame/QuestForGlory'' series would close stores, bar the city gates (whether you were inside or out), and put most civilians to bed past certain hours. This was also the only time thief characters could get in their looting. Furthermore, the series also kept track of the number of days elapsed and would advance the plot accordingly; beating the game was usually not possible until key events occurred several days in. An unnoticed time-keeping bug in Quest for Glory III ''VideoGame/QuestForGloryIII'' unintentionally ''forced'' the player to be in a certain city on a certain day to take part in an important plot point; if the player missed the event, it would not reoccur -- and the game would not be able to proceed.
27th Jul '16 6:44:42 AM Morgenthaler
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* Leads to awesome FridgeLogic in RollerCoasterTycoon when you realize that your park guests have been standing in line for ''months'' without eating, sleeping or going to the bathroom. Also worth noting is the game's calendar, which starts at March and ends at October, as per a theme park year. This only serves to compound the FridgeLogic, as you realize that between October of one year and March the next, literally nothing happens. R&D completely shuts down, Advertising takes a break, and [[ArsonMurderandJaywalking those guests are still standing in line]].

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* Leads to awesome FridgeLogic in RollerCoasterTycoon ''VideoGame/RollerCoasterTycoon'' when you realize that your park guests have been standing in line for ''months'' without eating, sleeping or going to the bathroom. Also worth noting is the game's calendar, which starts at March and ends at October, as per a theme park year. This only serves to compound the FridgeLogic, as you realize that between October of one year and March the next, literally nothing happens. R&D completely shuts down, Advertising takes a break, and [[ArsonMurderandJaywalking those guests are still standing in line]].
24th Jul '16 6:13:16 PM nombretomado
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* The {{Creatures}} games have an internal day/night cycle and seasons. In most of the games, this only affects a few plants and such and makes everyone a bit sleeper at night, but the kids' versions, Creatures Adventures/Playground, have the entire scenery change. Also, there's in-game time, which (I think) is supposed to match RealLife time, but depending on your computer it can be much faster or slower because it's based on processing speed. This is used to describe the age of the creatures (who usually have a lifespan of around 4 in-game hours).

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* The {{Creatures}} ''VideoGame/{{Creatures}}'' games have an internal day/night cycle and seasons. In most of the games, this only affects a few plants and such and makes everyone a bit sleeper at night, but the kids' versions, Creatures Adventures/Playground, have the entire scenery change. Also, there's in-game time, which (I think) is supposed to match RealLife time, but depending on your computer it can be much faster or slower because it's based on processing speed. This is used to describe the age of the creatures (who usually have a lifespan of around 4 in-game hours).
24th Jul '16 10:14:42 AM Morgenthaler
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* ''EphemeralFantasia'' uses a compressed clock to represent the 5-day GroundhogDayLoop cycle.

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* ''EphemeralFantasia'' ''VideoGame/EphemeralFantasia'' uses a compressed clock to represent the 5-day GroundhogDayLoop cycle.



* Koei strategy game franchises such as ''NobunagasAmbition'', ''RomanceOfTheThreeKingdoms'' and ''VideoGame/GenghisKhan'' often feature in-game clocks where time passes very quickly, often in terms of entire seasons and years rather than just days.
* ''{{Sorcerian}}'', the fifth ''VideoGame/DragonSlayer'' game, features an in-game clock where the characters' ages increase, often in terms of years rather than days.

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* Koei strategy game franchises such as ''NobunagasAmbition'', ''RomanceOfTheThreeKingdoms'' ''VideoGame/NobunagasAmbition'', ''VideoGame/RomanceOfTheThreeKingdoms'' and ''VideoGame/GenghisKhan'' often feature in-game clocks where time passes very quickly, often in terms of entire seasons and years rather than just days.
* ''{{Sorcerian}}'', ''VideoGame/{{Sorcerian}}'', the fifth ''VideoGame/DragonSlayer'' game, features an in-game clock where the characters' ages increase, often in terms of years rather than days.
21st Jul '16 7:56:21 AM MadSpy
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* ''VideoGame/CityOfHeroes'' has a constant day-night cycle that seems to last about an hour or so, and talking to certain passers-by on the street will get you the "local time" according to that cycle. There are a few villains and recurring events that will only appear outside at night.

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* ''VideoGame/CityOfHeroes'' has had a constant day-night cycle that seems to last lasted about an hour or so, and talking to certain passers-by on the street will would get you the "local time" according to that cycle. There are were a few villains and recurring events that will would only appear outside at night.
16th Jul '16 10:56:58 AM TimeTravelerEon
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* While not exactly advancement, per se, as there's no real calendar, certain missions in ''VideoGame/SaintsRowTheThird'' will change the time of day. You may accept a mission during the daytime, but when the mission begins it'll be the middle of the night, or after completing it it'll be nighttime. It's largely just an aesthetic change, however, but nighttime does give the benefit of showing the bright purple lights of all the territory the Saints have conquered.
28th Jun '16 7:54:37 AM dotchan
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* ''VideoGame/OgreBattle'' has day/night cycles that pass faster than real time.



* Time in ''VideoGame/FinalFantasyTactics'' goes very quickly: one day goes by for every location passed by or battle fought within, which means that ''decades'' can pass in game if you decide to go LevelGrinding. This can get particularly amusing if you spend a great deal of time level grinding in Chapter 1, which consists entirely of an extended flashback.

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* ''VideoGame/TacticsOgre'' (as well as its remake and [[VideoGame/TacticsOgreTheKnightOfLodis prequel]]) time passes whenever you change locations and fight battles (possibly even when you train); this effects whether or not you run into [[spoiler: Deneb's secret shop]] once it becomes available.
* Time in ''VideoGame/FinalFantasyTactics'' goes very quickly: one day goes by for every location passed by or battle fought within, which means that ''decades'' (complete with very downplayed "wet" and "dry" seasons that boost and diminish the effects of elemental magic) can pass in game if you decide to go LevelGrinding. This can get particularly amusing if you spend a great deal of time level grinding in Chapter 1, which consists entirely of an extended flashback.
27th Jun '16 5:05:34 AM REV6Pilot
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Added DiffLines:

* Time in ''VideoGame/{{STALKER}}'' games affects enemy activity (what mutants are active, whether stalkers are awake or sleep), visibility and stealth, and what background music plays. It's on a 10:1 compression, as in 1 minute real time equals 10 in-universe. In ''Shadow of Chernobyl'', it also affects whether music plays at all (nighttime is totally silent), and whether or not the Electro anomaly's artifacts are visible (only between [=11PM=] and [=5AM=]).
27th Jun '16 3:56:54 AM Adept
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** ''[[VideoGame/{{Updated}} Updated]]'' will also have an in-game clock.
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