Tuesday, 3 April 2012

Time + Perspective

By manipulating Time, we generate changes, sensations and responses from the users or the system. Even if we work on generation of simple and mechanical movements we are able to represent change of time, persistence or immutability, especially because time is a real constant and ongoing factor.

Using time as a stage or real factor in the enviroment, may change the mood and general sensation of any proguction. For example, is not the same if an animation about war develops in winter as it would be if it was on summer or autum. And is not te same if a ghost story develops during nigh or during the afternoon. Time used as an enviromental factor changes the image, afects the aestetics, the sound and the feelings it evoques.

Time considered as a moment or period is also used very ofthen in movies, animation an even games. In some games, the story of the character develops through a long period of time, passing from diferents stages of their lives. An example of this is mafia II, where the story develops representing a characters life and he has to spend 10 years in jail.

In games, time is a real factor that afects the jugability and interaction of the users, we may find timers, countdowns, deadlines and some other mechanism that change the interaction and strategies of the game.

In the same way, the interaction with a game is different when is played in real time, where you constantly have to shift strategies, because of the changes that are being generated as you play with it. In oposition to this there ae some games where you actually have the oportunity to pause and consider the next action you are going to take.

No comments:

Post a Comment