History Main / InUniverseGameClock

23rd Jun '16 8:19:14 PM nombretomado
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* ''VideoGame/TheElderScrollsIVOblivion'' has 1 minute in-game equal to 2 real-world seconds. As time passes, it gets dark, eventually shops close, and so on. There ''are'' cheat codes built into the game, interestingly, that allow you to change this ratio. Ever wanted to recreate the scene in ''TheTimeMachine'' (or, for you younger players, ''{{WesternAnimation/Futurama}}'') where the days and nights move so swiftly that everything becomes a blur? Set the ratio to ''Decade''-Per-Real-World-Seconds. All the main ''Franchise/TheElderScrolls'' games since at least ''Daggerfall'', and especially ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' where most quests were timed to some extent, have been heavily reliant on in-universe calendars and clocks to determine night/day cycles.

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* ''VideoGame/TheElderScrollsIVOblivion'' has 1 minute in-game equal to 2 real-world seconds. As time passes, it gets dark, eventually shops close, and so on. There ''are'' cheat codes built into the game, interestingly, that allow you to change this ratio. Ever wanted to recreate the scene in ''TheTimeMachine'' ''Film/{{The Time Machine|2002}}'' (or, for you younger players, ''{{WesternAnimation/Futurama}}'') where the days and nights move so swiftly that everything becomes a blur? Set the ratio to ''Decade''-Per-Real-World-Seconds. All the main ''Franchise/TheElderScrolls'' games since at least ''Daggerfall'', and especially ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' where most quests were timed to some extent, have been heavily reliant on in-universe calendars and clocks to determine night/day cycles.
22nd Jun '16 8:02:22 PM MyFinalEdits
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** An extreme version in ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Seasons]]'', where changing screens may result in finding yourself in another season entirely. Of course, this is the entire point of the game.

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** An extreme version in ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Seasons]]'', where changing screens may result in finding yourself in another season entirely. Of course, this is the entire point central feature of the game.
22nd Jun '16 6:39:54 PM IAmNotAFunguy
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* ''VideoGame/KnucklesChaotix'' changes time from morning to afternoon to evening to night after exiting (not necessarily beating) two stages. The change of time changes the color palate in every stages and on the hub level as well as changing the music on the hub level.

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* ''VideoGame/KnucklesChaotix'' changes time from morning to afternoon to evening to night after exiting (not necessarily beating) two stages. The change of time changes the color palate in every stages stage and on the hub level as well as changing the music on the hub level.
22nd Jun '16 6:38:31 PM IAmNotAFunguy
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Added DiffLines:

** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' appears to go back to the same day/night system seen in previous games where five in-game minutes pass every five seconds and the world changes based on the time of day.


Added DiffLines:

* ''VideoGame/KnucklesChaotix'' changes time from morning to afternoon to evening to night after exiting (not necessarily beating) two stages. The change of time changes the color palate in every stages and on the hub level as well as changing the music on the hub level.
22nd Jun '16 6:13:56 PM IAmNotAFunguy
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* ''VideoGame/{{Xenoblade}}'' has the usual 24-hour clock with one second being usual one minute, and most named [=NPCs=] are only available at specific hours and some monsters only spawn at specific time of the day. Considering how many [=NPCs=] there are and how many of them have sidequests associated with them, it's a mercy that you can change the ingame time at will. There's also an ingame achievement called "Happy New Year!" for seeing a total of 365 sunrises.
* ''VideoGame/XenobladeChroniclesX'' has a day & night system similar to its predecessor, except that the time of day has to be changed at Time Stations scattered through the world.

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* ''VideoGame/{{Xenoblade}}'' has the usual 24-hour clock with one second being usual one minute, and most named [=NPCs=] are only available at specific hours and some monsters only spawn at specific time of the day. Considering how many [=NPCs=] there are and how many of them have sidequests associated with them, it's a mercy that you can change the ingame time at will. There's also an ingame achievement called "Happy New Year!" for seeing a total of 365 sunrises.
*
sunrises. ''VideoGame/XenobladeChroniclesX'' has a day & night system similar to its predecessor, except that the time of day has to be changed at Time Stations scattered through the world.exact same system.
25th May '16 2:27:12 AM erforce
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* ''HostileWaters'' has a day/night cycle that doesn't affect gameplay beyond giving you an excuse to use the night vision button. [[GuideDangIt If you know one exists at all.]]

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* ''HostileWaters'' ''VideoGame/HostileWaters'' has a day/night cycle that doesn't affect gameplay beyond giving you an excuse to use the night vision button. [[GuideDangIt If you know one exists at all.]]



* ''[[{{Burnout}} Burnout Paradise]]'' uses a clock system that is normally compressed. However, there is a menu option to lock it to day, lock it to night, or sync it to real-world time. This has the added use of giving the player the choice of when he wants to do specific day/night events. The player can also alter the time it takes for 24 in-game hours to pass, ranging from 24 minutes to 2 hours.

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* ''[[{{Burnout}} Burnout Paradise]]'' ''VideoGame/BurnoutParadise'' uses a clock system that is normally compressed. However, there is a menu option to lock it to day, lock it to night, or sync it to real-world time. This has the added use of giving the player the choice of when he wants to do specific day/night events. The player can also alter the time it takes for 24 in-game hours to pass, ranging from 24 minutes to 2 hours.
14th May '16 12:49:14 AM Morgenthaler
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* The game ''Sid Meier's Colonization'' takes place over a period of 300 ''years'', with each year being a turn. One year typically takes only a few minutes. Oddly enough, you, the leader of your homeland and the leaders of the other nations/tribes don't get older or die during this time. Ditto, of course, ''Sid Meier's VideoGame/{{Civilization}}'' (4000 BC to usually 2100 AD with increasingly slower increments) and ''SidMeiersAlphaCentauri'' (400 years = 400 turns). At least the latter has the excuse of the faction leaders dipping into the [[PeopleJars Rejuvenation Tanks]] for a couple months out of every decade.

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* The game ''Sid Meier's Colonization'' takes place over a period of 300 ''years'', with each year being a turn. One year typically takes only a few minutes. Oddly enough, you, the leader of your homeland and the leaders of the other nations/tribes don't get older or die during this time. Ditto, of course, ''Sid Meier's VideoGame/{{Civilization}}'' (4000 BC to usually 2100 AD with increasingly slower increments) and ''SidMeiersAlphaCentauri'' ''VideoGame/SidMeiersAlphaCentauri'' (400 years = 400 turns). At least the latter has the excuse of the faction leaders dipping into the [[PeopleJars Rejuvenation Tanks]] for a couple months out of every decade.
14th Feb '16 8:56:43 PM Galacton
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# Changes the types of monsters that spawn, or which [=NPCs=] [[NPCScheduling can be encountered]].

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# Changes the types of monsters that spawn, appear, or which [=NPCs=] [[NPCScheduling can be encountered]].



Of course, the time cycle seldom seems to affect the actual ''plot'' of the game (except in the case of a TimedMission); events tend to happen at the appointed place [[TakeYourTime no matter how long it takes for you to get there]].

Contrast TakeYourTime. NPCScheduling is a subtrope. VideoGameTime is a common effect of this.

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Of course, In spite of all this, the time cycle seldom seems to affect the actual ''plot'' ''actual'' plot of the game (except in the case of a TimedMission); events tend to happen at the appointed place [[TakeYourTime no matter how long it takes for you to get there]].

Contrast TakeYourTime. NPCScheduling is a subtrope. VideoGameTime is a common effect of this.
6th Jan '16 9:26:57 PM nombretomado
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* In the first SoulSeries game, ''Soul Edge'', the sky changes from dawn to dusk over the course of about 4 minutes. This has no bearing on the gameplay, and is simply used to show off the game engine (and to [[RuleOfCool look cool]].)

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* In the first SoulSeries VideoGame/SoulSeries game, ''Soul Edge'', the sky changes from dawn to dusk over the course of about 4 minutes. This has no bearing on the gameplay, and is simply used to show off the game engine (and to [[RuleOfCool look cool]].)
4th Jan '16 11:04:37 AM Doug86
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* ''Website/GaiaOnline'' originally had a 2:1 Day/Night Cycle, though this was sped up so that a full 24 hour cycle takes about two hours. This is fairly important, especially in ''VideoGame/{{zOMG}}''. Certain enemies only appear at night (including one mini boss), you can only talk to the Surfers during their nightly bonfire party. (And even then you only have a portion of the whole night, because even they need to sleep), and certain events are only possible at night. (You can only trick or treat at night, for example.)

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* ''Website/GaiaOnline'' originally had a 2:1 Day/Night Cycle, though this was sped up so that a full 24 hour cycle takes about two hours. This is fairly important, especially in ''VideoGame/{{zOMG}}''.''[[Website/GaiaOnline zOMG!]]''. Certain enemies only appear at night (including one mini boss), you can only talk to the Surfers during their nightly bonfire party. (And even then you only have a portion of the whole night, because even they need to sleep), and certain events are only possible at night. (You can only trick or treat at night, for example.)
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