History Main / InUniverseGameClock

4th Jan '17 2:11:45 PM Gosicrystal
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* ''VideoGame/RadiataStories'' has a 24-hour day/night system where the plot advances by doing certain activities at certain times. This unfortunately leads to a lot of instances of LostForever.

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* ''VideoGame/RadiataStories'' has a 24-hour day/night system where the plot advances by doing certain activities at certain times. This unfortunately leads to a lot of instances of LostForever.PermanentlyMissableContent.
10th Nov '16 12:21:24 PM Galacton
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A common trope in video games is the passage of time, including day and night cycles. Depending on the game, this can either be an attempt at realism or a way to introduce other features (including a night-based variant of the UndergroundMonkey). The result is one or more of the following:

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A common trope An in-universe game clock is a feature found in some video games is games, where the passage time of time, including day actually changes in the game's world rather than remain static. As the player loiters around the sun may set and night cycles. it becomes nighttime within the area they are visiting. Depending on the game, this can either be an attempt at realism or a way to introduce other gameplay features (including a night-based variant NPCs being located in [[NPCScheduling different locations]] depending on the time of day, abilities or items that work better in sunlight or the dark, and even creatures or monsters that only appear at certain times of the UndergroundMonkey).day. The result is one or more of the following:
15th Oct '16 8:02:59 PM MeleKalikimaka
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* ''VideoGame/WarioLand3'' features a day and night cycle, changing after the player exits a level. One of the game's treasure items allows the player to change the time from the map screen.
5th Oct '16 2:26:41 PM MyFinalEdits
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* ''VideoGame/DragonAgeII'' has a player-controlled day-night cycle, but only inside [[CityOfAdventure Kirkwall]] (all outside levels have a permanent noon going on): Kirkwall-by-day and Kirkwall-by-night are two separate sets of locations with similar architecture. Most quests and merchants are available at daytime, while some ''shady'' quests and lots of LevelGrinding against the local gangs are done in the night. Occasionally, the game will fast-forward the cycle from night to day after you exit a particularly expansive nighttime dungeon, in which case you get to see a [[SceneryPorn beautiful sunrise]]. However, you can always TakeYourTime, even when someone claims "We ''must'' be there tonight!"

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* ''Franchise/DragonAge'':
**
''VideoGame/DragonAgeII'' has a player-controlled day-night cycle, but only inside [[CityOfAdventure Kirkwall]] (all outside levels have a permanent noon going on): Kirkwall-by-day and Kirkwall-by-night are two separate sets of locations with similar architecture. Most quests and merchants are available at daytime, while some ''shady'' quests and lots of LevelGrinding against the local gangs are done in the night. Occasionally, the game will fast-forward the cycle from night to day after you exit a particularly expansive nighttime dungeon, in which case you get to see a [[SceneryPorn beautiful sunrise]]. However, you can always TakeYourTime, even when someone claims "We ''must'' be there tonight!"
5th Oct '16 8:17:09 AM ZorotheGallade
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** ''VideoGame/DragonAgeInquisition'' zigzags it: while single locations see constant daylight or night, military operations take real-life time (though recruiting agents for your three conselors shaves a bit of time off) which keeps counting down even while the game is closed: operations in a companion's quest chain especially may require you come back the next day.
5th Oct '16 8:06:27 AM ZorotheGallade
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* ''VideoGame/{{Terraria}}'' has an ingame day cycle that lasts 24 minutes every full cycle, there are also moon phases that can affect what items are available from the NPC's, including the blood moon where monsters swarm the player. Some bosses can only be summoned to be fought during the night. Should dawn occur in game, the respective bosses flee/instant kill the player, there is also accessories that tell the time as well as a grandfather clock that does so when right clicked.

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* ''VideoGame/{{Terraria}}'' has an ingame day cycle that lasts 24 minutes every full cycle, there are also moon phases that can affect what items are available from the NPC's, including the blood moon where monsters swarm the player. Some bosses can only be summoned to be fought during the night. Should dawn occur in game, the respective bosses flee/instant kill the player, there is also accessories that tell the time as well as a grandfather clock that does so when right clicked.clicked, as well as a magical Sundial which will skip time ahead by 24 hours and can be used once an in-game week.
6th Sep '16 8:24:01 AM IAmNotAFunguy
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** ''VideoGame/PokemonSunAndMoon'' further expanded on this. Pokémon Sun has the time in-game actually matched to the system clock but in Pokémon Moon the time is offset by 12 hours from the system clock. Once again the player will encounter different Pokémon depending on whether it is day or night.
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]].
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http://tvtropes.org/pmwiki/article_history.php?article=Main.InUniverseGameClock