Display title | Video Game Time |
Default sort key | Video Game Time |
Page length (in bytes) | 10,367 |
Namespace ID | 0 |
Page ID | 135892 |
Page content language | en - English |
Page content model | wikitext |
Indexing by robots | Allowed |
Number of redirects to this page | 0 |
Counted as a content page | Yes |
Number of subpages of this page | 1 (0 redirects; 1 non-redirect) |
Edit | Allow all users (infinite) |
Move | Allow all users (infinite) |
Delete | Allow all users (infinite) |
Page creator | m>Import Bot |
Date of page creation | 21:27, 1 November 2013 |
Latest editor | Dai-Guard (talk | contribs) |
Date of latest edit | 07:17, 11 April 2017 |
Total number of edits | 7 |
Recent number of edits (within past 180 days) | 0 |
Recent number of distinct authors | 0 |
Transcluded templates (4) | Templates used on this page:
|
Description | Content |
Article description: (description ) This attribute controls the content of the description and og:description elements. | This deals with the issue of Gameplay and Story Segregation in video games where two actions that are meant to have vastly different timescales in real life occur at the same rate. So imagine you are playing a Real Time Strategy game which tries to have a World Map and global strategy. The problem is that a single war is being put on the same timescale as the rise and fall of a civilisation. A city is expected to be built in the same time as you can deploy and engage with a single regiment. |