First Person: Introduction to Game Time

My essay Introduction to Game Time from Noah Wardrip-Fruin and Pat Harrigan’s First Person is now online.

As the title suggests, the essay is an attempt at describing how time works in games: I propose that we should see game time as a combination of play time (the time taken to play the game) and event time (the time taken in the game world). I then use this simple description for examining the history of computer games and a number of different game types. For example, the standard contemporary single player game looks like this in diagram form:
Time in standard single player games

While writing the essay (in 2001), I realized that in the classic arcade game, the jump between different levels is temporally unexplained: Level 2 is simply replaced by level 3, and it is often unclear what happened – the levels in the arcade game often seem to be disconnected worlds rather than events that occur on a coherent timeline:
Time in the classic arcade game
… and actually, one of the reasons why Half-life was so great was that it consisted on one coherent world, rather than a string of levels with cheesy titles.

At the end of the day, this essay was a major turning point for me: I refrained from controversy, and simply tried to say something meaningful about games.

PS. For various reasons, I sometimes refer to this essay as Time to Play.

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