History Main / InUniverseGameClock

24th Jun '17 2:38:27 PM nombretomado
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** Earlier ''DragonQuest'' games had the same cycle, though the inn would always take you to morning. There were also spells and items that would change it from day to night or back. This cycle was first introduced in original version of ''VideoGame/DragonQuestIII''.

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** Earlier ''DragonQuest'' ''VideoGame/DragonQuest'' games had the same cycle, though the inn would always take you to morning. There were also spells and items that would change it from day to night or back. This cycle was first introduced in original version of ''VideoGame/DragonQuestIII''.
11th Jun '17 6:21:42 AM anza_sb
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* In ''VideoGame/DigimonWorld'', a minute lasts for a second, and thus a day theoretically lasts for 24 minutes (provided you don't train or allow your Digimon to sleep). The day itself is divided into four sections: morning, midday, sunset, and midnight. 30 days make up a year; there are no months or seasons.
9th Jun '17 6:48:29 AM Piterpicher
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* ''{{Telefang}}'' has an internal clock, although this doesn't serve much purpose other than graphic effects (for daytime and nighttime) and receiving messages from other characters while the game is turned off. The clock was dropped in ''Telefang 2''.

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* ''{{Telefang}}'' ''VideoGame/{{Telefang}}'' has an internal clock, although this doesn't serve much purpose other than graphic effects (for daytime and nighttime) and receiving messages from other characters while the game is turned off. The clock was dropped in ''Telefang 2''.
30th May '17 11:03:31 PM Griever_GF
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** Earlier ''DragonQuest'' games had the same cycle, though the inn would always take you to morning. There were also spells and items that would change it from day to night or back.

to:

** Earlier ''DragonQuest'' games had the same cycle, though the inn would always take you to morning. There were also spells and items that would change it from day to night or back. This cycle was first introduced in original version of ''VideoGame/DragonQuestIII''.
29th May '17 8:44:02 PM nombretomado
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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 ''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.

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* {{Sierra}}'s {{Creator/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 ''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.
20th May '17 11:21:09 AM nombretomado
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* The ''Franchise/{{Ultima}}'' series features the Avatar's pocket watch which first appears in ''VideoGame/UltimaV'' and is subsequently returned to the Avatar every subsequent time he comes to Britannia (having left it after the previous adventure). The watch tells in-game time and is helpful for keeping track of NPC schedules but never serves a plot significant purpose.

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* The ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' series features the Avatar's pocket watch which first appears in ''VideoGame/UltimaV'' and is subsequently returned to the Avatar every subsequent time he comes to Britannia (having left it after the previous adventure). The watch tells in-game time and is helpful for keeping track of NPC schedules but never serves a plot significant purpose.
16th May '17 9:44:42 AM Mooncalf
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* Delphine Software's ''Cruise For A Corpse'' has an in-game clock that only advances when the plot is advanced. Depending on the time, new people may be available to talk to, closed areas may be open, and so on.
16th May '17 9:42:27 AM Mooncalf
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* ''VideoGame/{{Starbound}}'': Each planet has its own day/night cycle, which can be longer or shorter depending on the planet. Your ship will match that of the planet it's orbiting. It's largely cosmetic, though for obvious reasons it's a bit harder to see where you're going at night; also, birds become hostile at night for no apparent reason. Some mods impart other effects depending on the time, such as desert planets' heat sapping your health during daylight hours.



* ''VideoGame/{{Starbound}}: Each planet has its own day/night cycle, which can be longer or shorter depending on the planet. Your ship will match that of the planet it's orbiting. It's largely cosmetic, though for obvious reasons it's a bit harder to see where you're going at night; also, birds become hostile at night for no apparent reason. Some mods impart other effects depending on the time, such as desert planets' heat sapping your health during daylight hours.
16th May '17 9:41:34 AM Mooncalf
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* Most of ''VideoGame/{{Loom}}'' appears to take place over one day; you start out on Loom Island early dawn, reach the City of Glass by morning, meet the shepherds by mid-day, enter the Forge late afternoon, and is brought to the Cathedral evening/night. [[spoiler:Returning to these places by the tears in the fabric of reality will show the same time as before, though. Possibly justified by the world getting torn apart by Chaos.]]
* ''VideoGame/{{Starbound}}: Each planet has its own day/night cycle, which can be longer or shorter depending on the planet. Your ship will match that of the planet it's orbiting. It's largely cosmetic, though for obvious reasons it's a bit harder to see where you're going at night; also, birds become hostile at night for no apparent reason. Some mods impart other effects depending on the time, such as desert planets' heat sapping your health during daylight hours.
30th Apr '17 1:18:33 PM nombretomado
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* The web game ''VideoGame/{{Farmville}}'' runs in realtime (except that game days are 23 hours, not 24, for convenience). If you leave your farm alone for too long, [[GuiltBasedGaming all your crops will have withered]]. Thus, the game rewards good planning. As in ''Franchise/HarvestMoon'' series, crops grow much faster than real-life crops.

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* The web game ''VideoGame/{{Farmville}}'' runs in realtime (except that game days are 23 hours, not 24, for convenience). If you leave your farm alone for too long, [[GuiltBasedGaming all your crops will have withered]]. Thus, the game rewards good planning. As in ''Franchise/HarvestMoon'' ''VideoGame/HarvestMoon'' series, crops grow much faster than real-life crops.
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