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* ''VideoGame/CobraMission'': Faythe does need quite a bit of time to learn dowsing. Three hours, to be exact, but it's triggered by [[spoiler: a [[OptionalSexualEncounter Mandatory Sexual Encounter]]]].
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* ''VideoGame/TheLastExpress'': It's (in)famous for being one of the few {{Adventure Game}}s that take place entirely in real-time. From the moment you get onto that express and until you either get off or die, the time keeps ticking. If you aren't in the right spot at the right time, it's over, your train is gone.
to:
* ''VideoGame/TheLastExpress'': ''VideoGame/TheLastExpress'':
** It's (in)famous for being one of the few {{Adventure Game}}s that take place entirely in real-time. From the moment you get onto that express and until you either get off or die, the time keeps ticking. If you aren't in the right spot at the right time, it's over, your train is gone.
** It's (in)famous for being one of the few {{Adventure Game}}s that take place entirely in real-time. From the moment you get onto that express and until you either get off or die, the time keeps ticking. If you aren't in the right spot at the right time, it's over, your train is gone.
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[[AC: Strategy Games]]
* ''VideoGame/TheLordsOfMidnight'': This turn-based game would have played it straight. However, it was implemented in a way that gives each lord their own personal clock, where one lord would be at dawn while another would be at dusk, all to represent remaining movement distance. This implementation allows for interesting results, such as having a lord approach another just before night, recruiting them, and the new recruit starts at dawn.
* ''VideoGame/TheLordsOfMidnight'': This turn-based game would have played it straight. However, it was implemented in a way that gives each lord their own personal clock, where one lord would be at dawn while another would be at dusk, all to represent remaining movement distance. This implementation allows for interesting results, such as having a lord approach another just before night, recruiting them, and the new recruit starts at dawn.
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SubTrope of InUniverseGameClock, when day and night pass freely without it affecting important stuff. SisterTrope of TakeYourTime, when the player has to actively trigger events for time to move. Compare and contrast EternalEquinox, when day/night cycles are always the exact same length, regardless of the season or the latitude.
to:
SubTrope of InUniverseGameClock, when day and night pass freely without it affecting important stuff. SisterTrope of TakeYourTime, when the player has to actively trigger events for time to move. Compare and contrast EternalEquinox, when day/night cycles are always the exact same length, regardless of the season or the latitude.
latitude. Also contrast TimedMission when there is an active timer to keep your pace up to match the plot.
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** ''VideoGame/StarControl2'': While the game doesn't notify you of this right away, the whole game is a TimedMission, and while you're playing the game, time passes by and significant in-game events will occur, like the time-frame including a side-quest involving saving the homeworld of the Zoq-Fot-Pik, or [[spoiler: the Ur-Quan Kohr-Ah winning their Doctrinal War against the Kzer-Za, and beginning the Death March]], and while you can affect the timing or outcome of those events, wasting too much time in the game overall will eventually lead to your planet Earth being destroyed and [[GameOver the game ending for good]].
to:
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** ''VideoGame/StarControl2'': While the game doesn't notify you of this right away, the whole game is a TimedMission, and while you're playing the game, time passes by and significant in-game events will occur, like the time-frame including a side-quest involving saving the homeworld of the Zoq-Fot-Pik, or [[spoiler: the Ur-Quan Kohr-Ah winning their Doctrinal War against the Kzer-Za, and beginning the Death March]], and while you can affect the timing or outcome of those events, wasting too much time in the game overall will eventually lead to your planet Earth being destroyed and [[GameOver the game ending for good]].
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SubTrope of InUniverseGameClock. SisterTrope of TakeYourTime. Compare and contrast EternalEquinox, when day/night cycles are always the exact same length, regardless of the season or the latitude.
to:
SubTrope of InUniverseGameClock. InUniverseGameClock, when day and night pass freely without it affecting important stuff. SisterTrope of TakeYourTime.TakeYourTime, when the player has to actively trigger events for time to move. Compare and contrast EternalEquinox, when day/night cycles are always the exact same length, regardless of the season or the latitude.
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SubTrope of InUniverseGameClock. SuperTrope of TakeYourTime. Compare and contrast EternalEquinox, when day/night cycles are always the exact same length, regardless of the season or the latitude.
to:
SubTrope of InUniverseGameClock. SuperTrope SisterTrope of TakeYourTime. Compare and contrast EternalEquinox, when day/night cycles are always the exact same length, regardless of the season or the latitude.
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SuperTrope of InUniverseGameClock and TakeYourTime. Compare and contrast EternalEquinox, when day/night cycles are always the exact same length, regardless of the season or the latitude.
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SubTrope of InUniverseGameClock. SuperTrope of InUniverseGameClock and TakeYourTime. Compare and contrast EternalEquinox, when day/night cycles are always the exact same length, regardless of the season or the latitude.
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Changed line(s) 3,4 (click to see context) from:
InUniverseGameClock is another form of this, and TakeYourTime is a version of this. Compare and contrast EternalEquinox, when day/night cycles are always the exact same length, regardless of the season or the latitude.
to:
SuperTrope of InUniverseGameClock is another form of this, and TakeYourTime is a version of this.TakeYourTime. Compare and contrast EternalEquinox, when day/night cycles are always the exact same length, regardless of the season or the latitude.
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As this [[OmnipresentTrope trope is omnipresent]] among video games, please list only aversions.
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As this [[OmnipresentTrope trope is omnipresent]] among video games, please list only aversions.
{{aver|tedTrope}}sions.
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** ''VideoGame/PokemonSwordAndShield'' goes both ways --the Wild Area always runs in real-time, but the other areas of the base game stay at fixed times of the day based on story progression. After beating the game, the entire game world starts running in real time.
to:
** ''VideoGame/PokemonSwordAndShield'' ''[[VideoGame/PokemonSwordAndShield Sword and Shield]]'' goes both ways --the Wild Area always runs in real-time, but the other areas of the base game stay at fixed times of the day based on story progression. After beating the game, the entire game world starts running in real time.
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InUniverseGameClock is another form of this, and TakeYourTime is a version of this. Contrast EternalEquinox, when day/night cycles are always the exact same length, regardless of the season or the latitude.
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InUniverseGameClock is another form of this, and TakeYourTime is a version of this. Contrast Compare and contrast EternalEquinox, when day/night cycles are always the exact same length, regardless of the season or the latitude.
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* ''VideoGame/FinalFantasyV'' pulls it twice, once in an exploding castle and once in an underwater dive. In the former, the challenge was less getting out in time and more fighting some minibosses for bonus items ''while'' getting out. In the latter, one had to stall out a PuzzleBoss.
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* A central gimmick of the ''VideoGame/HarvestMoon'' series is that a day's passage happens in a set amount of real-time, regardless of the player's actions, significantly limiting what you can do in one day, even with healing items.
* In the world of ''VideoGame/AnimalCrossing'', real time ''is'' game time. If it's 10 pm on the clock on your wall, it's 10 pm in the game. It's a central gimmick of the game, in fact.
* ''VideoGame/KerbalSpaceProgram'' models a quite realistic solar system, meaning you have to think about launch windows if you want to send missions further than Kerbin's moons.
* In the world of ''VideoGame/AnimalCrossing'', real time ''is'' game time. If it's 10 pm on the clock on your wall, it's 10 pm in the game. It's a central gimmick of the game, in fact.
* ''VideoGame/KerbalSpaceProgram'' models a quite realistic solar system, meaning you have to think about launch windows if you want to send missions further than Kerbin's moons.
to:
* A central gimmick of the ''VideoGame/HarvestMoon'' series is that a day's passage happens in a set amount of real-time, regardless of the player's actions, significantly limiting what you can do in one day, even with healing items.
* In the world of ''VideoGame/AnimalCrossing'', real''VideoGame/AnimalCrossing'': Real time ''is'' is game time. If it's 10 pm on the clock on your wall, it's 10 pm in the game. It's a central gimmick of the game, in fact.
*''VideoGame/KerbalSpaceProgram'' ''VideoGame/HarvestMoon'': A central gimmick of the series is that a day's passage happens in a set amount of real-time, regardless of the player's actions, significantly limiting what you can do in one day, even with healing items.
* ''VideoGame/KerbalSpaceProgram'':
** It models a quite realistic solar system, meaning you have to think about launch windows if you want to send missions further than Kerbin's moons.
* In the world of ''VideoGame/AnimalCrossing'', real
*
* ''VideoGame/KerbalSpaceProgram'':
** It models a quite realistic solar system, meaning you have to think about launch windows if you want to send missions further than Kerbin's moons.
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* ''VideoGame/DeadRising''. The game is going to end in 3 days. Your actions affect what [[MultipleEndings ending]] you get but not when it comes. Other game events also happen on time regardless of player action, though on a sliding window of opportunity rather than an exact time. As long as you arrive within that timeframe the event happens and it's AlwaysClose.
* ''VideoGame/GrandTheftAuto'' averts this trope; time and weather change and march on regardless of progress. You can have the same mission twice, once at night in heavy fog, and another at noon in full sunlight. This can even make missions harder: try flying a plane (San Andreas) in a sandstorm. At night.
* ''VideoGame/GrandTheftAuto'' averts this trope; time and weather change and march on regardless of progress. You can have the same mission twice, once at night in heavy fog, and another at noon in full sunlight. This can even make missions harder: try flying a plane (San Andreas) in a sandstorm. At night.
to:
* ''VideoGame/DeadRising''. ''VideoGame/DeadRising'': The game is going to end in 3 days. Your actions affect what [[MultipleEndings ending]] you get but not when it comes. Other game events also happen on time regardless of player action, though on a sliding window of opportunity rather than an exact time. As long as you arrive within that timeframe the event happens and it's AlwaysClose.
*''VideoGame/GrandTheftAuto'' averts this trope; time ''VideoGame/GrandTheftAuto'': Time and weather change and march on regardless of progress. You can have the same mission twice, once at night in heavy fog, and another at noon in full sunlight. This can even make missions harder: try flying a plane (San Andreas) in a sandstorm. At night.
*
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Alphabetizing
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InUniverseGameClock is another form of this, and TakeYourTime is a version of this.
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InUniverseGameClock is another form of this, and TakeYourTime is a version of this.
this. Contrast EternalEquinox, when day/night cycles are always the exact same length, regardless of the season or the latitude.
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* ''VideoGame/TheLastExpress'' is (in)famous for being one of the few {{Adventure Game}}s that take place entirely in real-time. From the moment you get onto that express and until you either get off or die, the time keeps ticking. If you aren't on the right spot at the right time, it's over, your train is gone.
to:
* ''VideoGame/TheLastExpress'' is ''VideoGame/DarkSeed'': There's a game clock that runs independently of the player. You need to sleep at night and be on certain appointments on time. If you miss one, you're screwed. If you miss an action in a day, you're screwed. Thanks to this, the game was almost impossible to complete without a guide.
* ''VideoGame/TheLastExpress'': It's (in)famous for being one of the few {{Adventure Game}}s that take place entirely in real-time. From the moment you get onto that express and until you either get off or die, the time keeps ticking. If you aren'ton in the right spot at the right time, it's over, your train is gone.
* ''VideoGame/TheLastExpress'': It's (in)famous for being one of the few {{Adventure Game}}s that take place entirely in real-time. From the moment you get onto that express and until you either get off or die, the time keeps ticking. If you aren't
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* ''VideoGame/DarkSeed''. There's a game clock that runs independently of the player. You need to sleep at night and be on certain appointments on time. If you miss one, you're screwed. If you miss an action in a day, you're screwed. Thanks to this, the game was almost impossible to complete without a guide.
* Most ''VideoGame/QuestForGlory'' games have several timed events that occur a fixed number of days after the start. (Elementals and caravans in ''II'', Igor's disappearance in ''IV'', scheduled competitions, poisonings and assassinations in ''V'', etc.) Though the games are rather relaxed in that regard -- the player either has time to prepare, gets advance warnings, or has 3-7 days to figure out what to do. Still, timed disasters [[PermanentlyMissableContent lock portions of the game]] or end the game if the player does nothing. Unrelated to that, the games have a day-night cycle, which determines what the hero can do and who he can encounter.
* Most ''VideoGame/QuestForGlory'' games have several timed events that occur a fixed number of days after the start. (Elementals and caravans in ''II'', Igor's disappearance in ''IV'', scheduled competitions, poisonings and assassinations in ''V'', etc.) Though the games are rather relaxed in that regard -- the player either has time to prepare, gets advance warnings, or has 3-7 days to figure out what to do. Still, timed disasters [[PermanentlyMissableContent lock portions of the game]] or end the game if the player does nothing. Unrelated to that, the games have a day-night cycle, which determines what the hero can do and who he can encounter.
to:
* ''VideoGame/DarkSeed''. There's a game clock that runs independently of the player. You need to sleep at night and be on certain appointments on time. If you miss one, you're screwed. If you miss an action in a day, you're screwed. Thanks to this, the game was almost impossible to complete without a guide.
*''VideoGame/QuestForGlory'': Most ''VideoGame/QuestForGlory'' games have several timed events that occur a fixed number of days after the start. (Elementals and caravans in ''II'', Igor's disappearance in ''IV'', scheduled competitions, poisonings and assassinations in ''V'', etc.) Though the games are rather relaxed in that regard -- the player either has time to prepare, gets advance warnings, or has 3-7 days to figure out what to do. Still, timed disasters [[PermanentlyMissableContent lock portions of the game]] or end the game if the player does nothing. Unrelated to that, the games have a day-night cycle, which determines what the hero can do and who he can encounter.
*
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* ''VideoGame/CityOfHeroes'' has the entire day/night cycle occurring in under an hour. Also, some groups of villains only appear on the street during the night in some areas.
* ''VideoGame/EVEOnline'' has a term alarm clock op. Since everything in EVE is real-time, sometimes that tower comes out of reinforced at 3 am local time, Tuesday. Also, Eve time is GMT. So Daylight saving time changes can really screw things up.
* ''VideoGame/EVEOnline'' has a term alarm clock op. Since everything in EVE is real-time, sometimes that tower comes out of reinforced at 3 am local time, Tuesday. Also, Eve time is GMT. So Daylight saving time changes can really screw things up.
to:
* ''VideoGame/CityOfHeroes'' ''VideoGame/CityOfHeroes'': It has the entire day/night cycle occurring in under an hour. Also, some groups of villains only appear on the street during the night in some areas.
*''VideoGame/EVEOnline'' ''VideoGame/EVEOnline'': It has a term alarm clock op. Since everything in EVE is real-time, sometimes that tower comes out of reinforced at 3 am local time, Tuesday. Also, Eve time is GMT. So Daylight saving time changes can really screw things up.
*
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* ''VideoGame/MountAndBlade'' averts this, you may complete quests or just run around in circles, but the wars between AI factions will carry on.
* In ''VideoGame/FinalFantasyVII'' plays this straight most of the time, but an early mission sees you setting up the bomb with a timer set up to go off in five minutes. You have to get out within those minutes, and the timer keeps ticking even in combat, ''even during the cutscenes''!
* ''VideoGame/FinalFantasyV'' pulls it twice, once in an exploding castle and once in an underwater dive. In the former, the challenge was less getting out in time and more fighting some minibosses for bonus items ''while'' getting out. In the latter, one had to stall out a PuzzleBoss.
* During the first full moon in ''VideoGame/Persona3'', you get about nine minutes to get to the front of a train and destroy the Shadow controlling it. The clock only stops when you're on the menus. Oh, and the boss is a MookMaker. Good luck.
* ''VideoGame/PokemonGoldAndSilver'', then again in ''VideoGame/PokemonBlackAndWhite''. Like in ''VideoGame/AnimalCrossing'', real-time is game time; the time of day has a factor on what Mons you can capture as well as some other game-related events, as does the day of the week. ''VideoGame/PokemonSwordAndShield'' goes both ways- the Wild Area always runs in real-time, but the other areas of the base game stay at fixed times of the day based on story progression. After beating the game, the entire game world starts running in real-time.
* In ''VideoGame/FinalFantasyVII'' plays this straight most of the time, but an early mission sees you setting up the bomb with a timer set up to go off in five minutes. You have to get out within those minutes, and the timer keeps ticking even in combat, ''even during the cutscenes''!
* ''VideoGame/FinalFantasyV'' pulls it twice, once in an exploding castle and once in an underwater dive. In the former, the challenge was less getting out in time and more fighting some minibosses for bonus items ''while'' getting out. In the latter, one had to stall out a PuzzleBoss.
* During the first full moon in ''VideoGame/Persona3'', you get about nine minutes to get to the front of a train and destroy the Shadow controlling it. The clock only stops when you're on the menus. Oh, and the boss is a MookMaker. Good luck.
* ''VideoGame/PokemonGoldAndSilver'', then again in ''VideoGame/PokemonBlackAndWhite''. Like in ''VideoGame/AnimalCrossing'', real-time is game time; the time of day has a factor on what Mons you can capture as well as some other game-related events, as does the day of the week. ''VideoGame/PokemonSwordAndShield'' goes both ways- the Wild Area always runs in real-time, but the other areas of the base game stay at fixed times of the day based on story progression. After beating the game, the entire game world starts running in real-time.
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* ''VideoGame/{{Okami}}'' is a partial aversion; it isn't completely real-time, but day and night come and go every few minutes, and the world (i.e. characters, quests, and conversations) changes accordingly. Once you learn the brushstrokes, though, you can force day or night to occur or continue and [[TakeYourTime keep the world in perpetual day/night as well]]. The only time you can't TakeYourTime is when [[spoiler:you must make it to Oni Island before sunset, or else the island will disappear. And it ''will'' disappear if you take too long, making you start the whole sequence over.]]
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to:
* ''Franchise/FinalFantasy'':
* ''VideoGame/FinalFantasyV'' pulls it twice, once in an exploding castle and once in an underwater dive. In the former, the challenge was less getting out in time and more fighting some minibosses for bonus items ''while'' getting out. In the latter, one had to stall out a PuzzleBoss.
** ''VideoGame/FinalFantasyVII'' plays this straight most of the time, but an early mission sees you setting up the bomb with a timer set up to go off in five minutes. You have to get out within those minutes, and the timer keeps ticking even in combat, ''even during the cutscenes''!
* ''VideoGame/MountAndBlade'': You may complete quests or just run around in circles, but the wars between AI factions will carry on.
* ''VideoGame/{{Okami}}'': It isn't completely real-time, but day and night come and go every few minutes, and the world (i.e. characters, quests, and conversations) changes accordingly. Once you learn the brushstrokes, though, you can force day or night to occur or continue and [[TakeYourTime keep the world in perpetual day/night as well]]. The only time you can't TakeYourTime is when [[spoiler:you must make it to Oni Island before sunset, or else the island will disappear. And it ''will'' disappear if you take too long, making you start the whole sequence over.]]
* ''VideoGame/Persona3'': During the first full moon, you get about nine minutes to get to the front of a train and destroy the Shadow controlling it. The clock only stops when you're on the menus. Oh, and the boss is a MookMaker. Good luck.
* ''Franchise/{{Pokemon}}'':
** In both ''[[VideoGame/PokemonGoldAndSilver Gold and Silver]]'' and ''[[VideoGame/PokemonBlackAndWhite Black and White]]'', real-time is game time. The time of the day has a factor on what Mons you can capture as well as some other game-related events, as does the day of the week.
** ''VideoGame/PokemonSwordAndShield'' goes both ways --the Wild Area always runs in real-time, but the other areas of the base game stay at fixed times of the day based on story progression. After beating the game, the entire game world starts running in real time.
* ''VideoGame/FinalFantasyV'' pulls it twice, once in an exploding castle and once in an underwater dive. In the former, the challenge was less getting out in time and more fighting some minibosses for bonus items ''while'' getting out. In the latter, one had to stall out a PuzzleBoss.
** ''VideoGame/FinalFantasyVII'' plays this straight most of the time, but an early mission sees you setting up the bomb with a timer set up to go off in five minutes. You have to get out within those minutes, and the timer keeps ticking even in combat, ''even during the cutscenes''!
* ''VideoGame/MountAndBlade'': You may complete quests or just run around in circles, but the wars between AI factions will carry on.
* ''VideoGame/{{Okami}}'': It isn't completely real-time, but day and night come and go every few minutes, and the world (i.e. characters, quests, and conversations) changes accordingly. Once you learn the brushstrokes, though, you can force day or night to occur or continue and [[TakeYourTime keep the world in perpetual day/night as well]]. The only time you can't TakeYourTime is when [[spoiler:you must make it to Oni Island before sunset, or else the island will disappear. And it ''will'' disappear if you take too long, making you start the whole sequence over.]]
* ''VideoGame/Persona3'': During the first full moon, you get about nine minutes to get to the front of a train and destroy the Shadow controlling it. The clock only stops when you're on the menus. Oh, and the boss is a MookMaker. Good luck.
* ''Franchise/{{Pokemon}}'':
** In both ''[[VideoGame/PokemonGoldAndSilver Gold and Silver]]'' and ''[[VideoGame/PokemonBlackAndWhite Black and White]]'', real-time is game time. The time of the day has a factor on what Mons you can capture as well as some other game-related events, as does the day of the week.
** ''VideoGame/PokemonSwordAndShield'' goes both ways --the Wild Area always runs in real-time, but the other areas of the base game stay at fixed times of the day based on story progression. After beating the game, the entire game world starts running in real time.
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There are not enough examples to justify folderization.
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In most VideoGames time seems to be based around the main character's progress, rather than any sort of actual time. This leads to the FridgeLogic of you apparently going through an entire night in the course of a few hours. This also goes the other way in that if you stay still for several hours nothing will change at all. Very much among AcceptableBreaksFromReality, as the time of day has an large effect on the mood and atmosphere of specific scenes, along with the massive technical difficulties to which the alternative leads.
to:
In most VideoGames time seems to be based around the main character's progress, rather than any sort of actual time. This leads to the FridgeLogic of you apparently going through an entire night in the course of a few hours. This also goes the other way in that if you stay still for several hours nothing will change at all. Very much among AcceptableBreaksFromReality, as the time of day has an a large effect on the mood and atmosphere of specific scenes, along with the massive technical difficulties to which the alternative leads.
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As this trope is omnipresent among video games, please list only aversions.
to:
As this [[OmnipresentTrope trope is omnipresent omnipresent]] among video games, please list only aversions.
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!!Aversions
[[foldercontrol]]
[[folder: Action-Adventure Games ]]
[[foldercontrol]]
[[folder: Action-Adventure Games ]]
to:
[[foldercontrol]]
[[folder:
[[AC: Action-Adventure
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[[/folder]]
[[folder: Adventure Games ]]
* ''VideoGame/TheLastExpress'' is (in)famous for being one of the few {{Adventure Game}}s that take place entirely in real time. From the moment you get onto that express and until you either get off or die, the time keeps ticking. If you aren't on the right spot at the right time, it's over, your train is gone.
** It's not exactly real time. Time runs about 5 minutes game time to every 1 minute of real time, and there are time skips(such as when you sleep). Furthermore, you can't accerate time, but if you miss a key event, you can rewind the clock to an earlier point, at the cost of not being able to undo the time reversal after about 30 seconds.
* ''VideoGame/DarkSeed''. There's a game clock that runs independently of the player. You need to sleep at nights and be on certain appointments on time. If you miss one, you're screwed. If you miss an action in a day, you're screwed. Thanks to this, the game was almost impossible to complete without a guide.
* Most ''VideoGame/QuestForGlory'' games have several timed events that occur a fixed number of days after the start. (Elementals and caravans in ''II'', Igor's disappearance in ''IV'', scheduled competitions, poisonings and assassinations in ''V'', etc.) Though the games are rather relaxed in that regard -- the player either has time to prepare, gets advance warnings, or has 3-7 days to figure what to do. Still, timed disasters [[PermanentlyMissableContent lock portions of the game]] or end the game if the player does nothing. Unrelated to that, the games have a day-night cycle, which determines what the hero can do and who he can encounter.
[[/folder]]
[[folder: [=MMORPGs=] ]]
* ''VideoGame/CityOfHeroes'' has the entire day/night cycle occurring in under an hour. Also some groups of villains only appear on the street during the night in some areas.
* ''VideoGame/EVEOnline'' has a term alarm clock op. Since everything in EVE is real time, sometimes that tower comes out of reinforced at 3am local time, Tuesday. Also Eve time is GMT. So Daylight saving time changes can really screw things up.
[[/folder]]
[[folder: Role-Playing Games ]]
[[folder: Adventure Games ]]
* ''VideoGame/TheLastExpress'' is (in)famous for being one of the few {{Adventure Game}}s that take place entirely in real time. From the moment you get onto that express and until you either get off or die, the time keeps ticking. If you aren't on the right spot at the right time, it's over, your train is gone.
** It's not exactly real time. Time runs about 5 minutes game time to every 1 minute of real time, and there are time skips(such as when you sleep). Furthermore, you can't accerate time, but if you miss a key event, you can rewind the clock to an earlier point, at the cost of not being able to undo the time reversal after about 30 seconds.
* ''VideoGame/DarkSeed''. There's a game clock that runs independently of the player. You need to sleep at nights and be on certain appointments on time. If you miss one, you're screwed. If you miss an action in a day, you're screwed. Thanks to this, the game was almost impossible to complete without a guide.
* Most ''VideoGame/QuestForGlory'' games have several timed events that occur a fixed number of days after the start. (Elementals and caravans in ''II'', Igor's disappearance in ''IV'', scheduled competitions, poisonings and assassinations in ''V'', etc.) Though the games are rather relaxed in that regard -- the player either has time to prepare, gets advance warnings, or has 3-7 days to figure what to do. Still, timed disasters [[PermanentlyMissableContent lock portions of the game]] or end the game if the player does nothing. Unrelated to that, the games have a day-night cycle, which determines what the hero can do and who he can encounter.
[[/folder]]
[[folder: [=MMORPGs=] ]]
* ''VideoGame/CityOfHeroes'' has the entire day/night cycle occurring in under an hour. Also some groups of villains only appear on the street during the night in some areas.
* ''VideoGame/EVEOnline'' has a term alarm clock op. Since everything in EVE is real time, sometimes that tower comes out of reinforced at 3am local time, Tuesday. Also Eve time is GMT. So Daylight saving time changes can really screw things up.
[[/folder]]
[[folder: Role-Playing Games ]]
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[[folder:
* ''VideoGame/TheLastExpress'' is (in)famous for being one of the few {{Adventure Game}}s that take place entirely in
** It's not exactly
* ''VideoGame/DarkSeed''. There's a game clock that runs independently of the player. You need to sleep at
* Most ''VideoGame/QuestForGlory'' games have several timed events that occur a fixed number of days after the start. (Elementals and caravans in ''II'', Igor's disappearance in ''IV'', scheduled competitions, poisonings and assassinations in ''V'', etc.) Though the games are rather relaxed in that regard -- the player either has time to prepare, gets advance warnings, or has 3-7 days to figure out what to do. Still, timed disasters [[PermanentlyMissableContent lock portions of the game]] or end the game if the player does nothing. Unrelated to that, the games have a day-night cycle, which determines what the hero can do and who he can
[[/folder]]
[[folder: [=MMORPGs=] ]]
[[AC: [=MMORPGs=]]]
* ''VideoGame/CityOfHeroes'' has the entire day/night cycle occurring in under an hour.
* ''VideoGame/EVEOnline'' has a term alarm clock op. Since everything in EVE is
[[folder:
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* During the first full moon in ''VideoGame/Persona3'', you get about nine minutes to get to the front of a train and destroy the Shadow controlling it. The clock only stops when you're in the menus. Oh, and the boss is a MookMaker. Good luck.
* ''VideoGame/PokemonGoldAndSilver'', then again in ''VideoGame/PokemonBlackAndWhite''. Like in ''VideoGame/AnimalCrossing'', real time is game time; the time of day has a factor on what Mons you can capture as well as some other game-related events, as does the day of the week. ''VideoGame/PokemonSwordAndShield'' goes both ways- the Wild Area always runs on real time, but the other areas of the base game stay at fixed times of day based on story progression. After beating the game, the entire game world starts running on real time.
* ''VideoGame/PokemonGoldAndSilver'', then again in ''VideoGame/PokemonBlackAndWhite''. Like in ''VideoGame/AnimalCrossing'', real time is game time; the time of day has a factor on what Mons you can capture as well as some other game-related events, as does the day of the week. ''VideoGame/PokemonSwordAndShield'' goes both ways- the Wild Area always runs on real time, but the other areas of the base game stay at fixed times of day based on story progression. After beating the game, the entire game world starts running on real time.
to:
* During the first full moon in ''VideoGame/Persona3'', you get about nine minutes to get to the front of a train and destroy the Shadow controlling it. The clock only stops when you're in on the menus. Oh, and the boss is a MookMaker. Good luck.
* ''VideoGame/PokemonGoldAndSilver'', then again in ''VideoGame/PokemonBlackAndWhite''. Like in ''VideoGame/AnimalCrossing'',real time real-time is game time; the time of day has a factor on what Mons you can capture as well as some other game-related events, as does the day of the week. ''VideoGame/PokemonSwordAndShield'' goes both ways- the Wild Area always runs on real time, in real-time, but the other areas of the base game stay at fixed times of the day based on story progression. After beating the game, the entire game world starts running on real time.in real-time.
* ''VideoGame/PokemonGoldAndSilver'', then again in ''VideoGame/PokemonBlackAndWhite''. Like in ''VideoGame/AnimalCrossing'',
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* ''VideoGame/DontEscape'': You start the game with a limited amount of time (until nightfall in the first two, oxygen supply in the third) to perform various actions to prevent your escape. Most of these actions consume small amounts of time (mixing ingredients, digging traps, etc.), others extend the limit. Moving from room to room doesn't consume any time, though the second game as you move from different locations (even with a car it's reduced to a few minutes).
[[/folder]]
[[folder: Simulation Games ]]
* A central gimmick of the ''VideoGame/HarvestMoon'' series is that a day's passage happens in a set amount of real time, regardless of the player's actions, significantly limiting what you can do in one day, even with healing items.
* In the world of ''VideoGame/AnimalCrossing'', real time ''is'' game time. If it's 10pm on the clock on your wall, it's 10pm in the game. It's a central gimmick of the game, in fact.
[[/folder]]
[[folder: Simulation Games ]]
* A central gimmick of the ''VideoGame/HarvestMoon'' series is that a day's passage happens in a set amount of real time, regardless of the player's actions, significantly limiting what you can do in one day, even with healing items.
* In the world of ''VideoGame/AnimalCrossing'', real time ''is'' game time. If it's 10pm on the clock on your wall, it's 10pm in the game. It's a central gimmick of the game, in fact.
to:
* ''VideoGame/DontEscape'': You start the game with a limited amount of time (until nightfall in the first two, the oxygen supply in the third) to perform various actions to prevent your escape. Most of these actions consume small amounts of time (mixing ingredients, digging traps, etc.), while others extend the limit. Moving from room to room doesn't consume any time, though in the second game as you move from different locations (even with a car it's reduced to a few minutes).
[[/folder]]
[[folder:[[AC: Simulation Games ]]
Games]]
* A central gimmick of the ''VideoGame/HarvestMoon'' series is that a day's passage happens in a set amount ofreal time, real-time, regardless of the player's actions, significantly limiting what you can do in one day, even with healing items.
* In the world of ''VideoGame/AnimalCrossing'', real time ''is'' game time. If it's10pm 10 pm on the clock on your wall, it's 10pm 10 pm in the game. It's a central gimmick of the game, in fact.
[[folder:
* A central gimmick of the ''VideoGame/HarvestMoon'' series is that a day's passage happens in a set amount of
* In the world of ''VideoGame/AnimalCrossing'', real time ''is'' game time. If it's
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[[/folder]]
[[folder: Wide Open Sandbox ]]
[[folder: Wide Open Sandbox ]]
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* ''VideoGame/GrandTheftAuto'' averts this trope; time and weather change and march on regardless of progress. You can have the same mission twice, once at night in heavy fog, and another at noon in full sunlight. This can even make missions harder: try flying a plane (San Andreas) in a sand storm. At night.
[[/folder]]
[[/folder]]
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* ''VideoGame/GrandTheftAuto'' averts this trope; time and weather change and march on regardless of progress. You can have the same mission twice, once at night in heavy fog, and another at noon in full sunlight. This can even make missions harder: try flying a plane (San Andreas) in a sand storm. sandstorm. At night.
[[/folder]]night.
[[/folder]]
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Examples Are Not General. Sorry.
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[[folder: MMORP Gs ]]
* Pick an MMORPG, any MMORPG, natch.
** ''VideoGame/CityOfHeroes'' has the entire day/night cycle occurring in under an hour. Also some groups of villains only appear on the street during the night in some areas.
** ''VideoGame/EVEOnline'' has a term alarm clock op. Since everything in EVE is real time, sometimes that tower comes out of reinforced at 3am local time, Tuesday. Also Eve time is GMT. So Daylight saving time changes can really screw things up.
* Pick an MMORPG, any MMORPG, natch.
** ''VideoGame/CityOfHeroes'' has the entire day/night cycle occurring in under an hour. Also some groups of villains only appear on the street during the night in some areas.
** ''VideoGame/EVEOnline'' has a term alarm clock op. Since everything in EVE is real time, sometimes that tower comes out of reinforced at 3am local time, Tuesday. Also Eve time is GMT. So Daylight saving time changes can really screw things up.
to:
[[folder: MMORP Gs [=MMORPGs=] ]]
*Pick an MMORPG, any MMORPG, natch.
**''VideoGame/CityOfHeroes'' has the entire day/night cycle occurring in under an hour. Also some groups of villains only appear on the street during the night in some areas.
** * ''VideoGame/EVEOnline'' has a term alarm clock op. Since everything in EVE is real time, sometimes that tower comes out of reinforced at 3am local time, Tuesday. Also Eve time is GMT. So Daylight saving time changes can really screw things up.
*
**
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None
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* ''VideoGame/PokemonGoldAndSilver'', then again in ''VideoGame/PokemonBlackAndWhite''. Like in ''VideoGame/AnimalCrossing'', real time is game time; the time of day has a factor on what Mons you can capture as well as some other game-related events, as does the day of the week.
to:
* ''VideoGame/PokemonGoldAndSilver'', then again in ''VideoGame/PokemonBlackAndWhite''. Like in ''VideoGame/AnimalCrossing'', real time is game time; the time of day has a factor on what Mons you can capture as well as some other game-related events, as does the day of the week. ''VideoGame/PokemonSwordAndShield'' goes both ways- the Wild Area always runs on real time, but the other areas of the base game stay at fixed times of day based on story progression. After beating the game, the entire game world starts running on real time.
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None
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* ''VideoGame/MountAndBlade'' averts this, you may complete quests or just run around in circles, but the wars between AI factions will carry on.
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None
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* Most ''VideoGame/QuestForGlory'' games have several timed events that occur a fixed number of days after the start. (Elementals and caravans in ''II'', Igor's disappearance in ''IV'', scheduled competitions, poisonings and assassinations in ''V'', etc.) Though the games are rather relaxed in that regard -- the player either has time to prepare, gets advance warnings, or has 3-7 days to figure what to do. Still, timed disasters [[PermanentlyMissableContent lock portions of the game]] or end the game if the player does nothing. Unrelated to that, the games have a day-night cycle, which determines what the hero can do and who he can encounter.
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None
Changed line(s) 38 (click to see context) from:
* During the first full moon in ''{{Persona 3}}'', you get about nine minutes to get to the front of a train and destroy the Shadow controlling it. The clock only stops when you're in the menus. Oh, and the boss is a MookMaker. Good luck.
to:
* During the first full moon in ''{{Persona 3}}'', ''VideoGame/Persona3'', you get about nine minutes to get to the front of a train and destroy the Shadow controlling it. The clock only stops when you're in the menus. Oh, and the boss is a MookMaker. Good luck.
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None
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** However, anything done in the vehicle editor(the Space Plane Hanger or the Vehicle Assembly Building) pauses time, so you can build anything and have it ready to launch with no time passing in the real world.
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** It's not exactly real time. Time runs about 5 minutes game time to every 1 minute of real time, and there are time skips(such as when you sleep). Furthermore, you can't accerate time, but if you miss a key event, you can rewind the clock to an earlier point, at the cost of not being able to undo the time reversal after about 30 seconds.
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This doesn't seem to be related to the trope at all.
Changed line(s) 14,16 (click to see context) from:
* ''VideoGame/TheLegendOfZeldaMajorasMask'' runs in real time regardless of your progress. You have three days' worth of game time (around 72 real-world minutes, [[spoiler:unless you use the spell which slows time down...]]) before the moon crashes and destroys the world; it's virtually impossible to accomplish everything that needs to be done during such a short timeframe ([[SelfImposedChallenge but it has been done]]), so the crux of the game is a GroundhogDayLoop where you have to complete several specific tasks (which ''don't'' reset) before time runs out.
* Predecessor ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has certain parts of the world where you can TakeYourTime and others where TimeKeepsOnSlipping.
* Predecessor ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has certain parts of the world where you can TakeYourTime and others where TimeKeepsOnSlipping.
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* Predecessor ''VideoGame/TheLegendOfZeldaOcarinaOfTime''
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Added namespaces.
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* ''TheLastExpress'' is (in)famous for being one of the few {{Adventure Game}}s that take place entirely in real time. From the moment you get onto that express and until you either get off or die, the time keeps ticking. If you aren't on the right spot at the right time, it's over, your train is gone.
to:
* ''TheLastExpress'' ''VideoGame/TheLastExpress'' is (in)famous for being one of the few {{Adventure Game}}s that take place entirely in real time. From the moment you get onto that express and until you either get off or die, the time keeps ticking. If you aren't on the right spot at the right time, it's over, your train is gone.
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* A central gimmick of the ''HarvestMoon'' series is that a day's passage happens in a set amount of real time, regardless of the player's actions, significantly limiting what you can do in one day, even with healing items.
to:
* A central gimmick of the ''HarvestMoon'' ''VideoGame/HarvestMoon'' series is that a day's passage happens in a set amount of real time, regardless of the player's actions, significantly limiting what you can do in one day, even with healing items.
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Added collapsible folders.
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[[AC:Action-Adventure Games]]
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[[folder: Action-Adventure Games ]]
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[[AC:Adventure Games]]
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[[folder: Adventure Games ]]
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[[AC:{{MMORPG}}s]]
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[[folder: MMORP Gs ]]
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[[AC:Role-Playing Games]]
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[[folder: Role-Playing Games ]]
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[[AC:Simulation Games]]
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[[folder: Simulation Games ]]
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[[AC:Wide Open Sandbox]]
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[[folder: Wide Open
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[[/folder]]
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* ''VideoGame/DontEscape'': You start the game with a limited amount of time (until nightfall in the first two, oxygen supply in the third) to perform various actions to prevent your escape. Most of these actions consume small amounts of time (mixing ingredients, digging traps, etc.), others extend the limit. Moving from room to room doesn't consume any time, though the second game as you move from different locations (even with a car it's reduced to a few minutes).
Is there an issue? Send a MessageReason:
None
Changed line(s) 27 (click to see context) from:
* ''VideoGame/PokemonGoldAndSilver'', then again in ''VideoGame/PokemonBlackAndWhite''. Like in ''AnimalCrossing'', real time is game time; the time of day has a factor on what Mons you can capture as well as some other game-related events, as does the day of the week.
to:
* ''VideoGame/PokemonGoldAndSilver'', then again in ''VideoGame/PokemonBlackAndWhite''. Like in ''AnimalCrossing'', ''VideoGame/AnimalCrossing'', real time is game time; the time of day has a factor on what Mons you can capture as well as some other game-related events, as does the day of the week.
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* In the world of ''AnimalCrossing'', real time ''is'' game time. If it's 10pm on the clock on your wall, it's 10pm in the game. It's a central gimmick of the game, in fact.
to:
* In the world of ''AnimalCrossing'', ''VideoGame/AnimalCrossing'', real time ''is'' game time. If it's 10pm on the clock on your wall, it's 10pm in the game. It's a central gimmick of the game, in fact.
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None
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** ''CityOfHeroes'' has the entire day/night cycle occurring in under an hour. Also some groups of villains only appear on the street during the night in some areas.
** ''EVEOnline'' has a term alarm clock op. Since everything in EVE is real time, sometimes that tower comes out of reinforced at 3am local time, Tuesday. Also Eve time is GMT. So Daylight saving time changes can really screw things up.
** ''EVEOnline'' has a term alarm clock op. Since everything in EVE is real time, sometimes that tower comes out of reinforced at 3am local time, Tuesday. Also Eve time is GMT. So Daylight saving time changes can really screw things up.
to:
** ''CityOfHeroes'' ''VideoGame/CityOfHeroes'' has the entire day/night cycle occurring in under an hour. Also some groups of villains only appear on the street during the night in some areas.
**''EVEOnline'' ''VideoGame/EVEOnline'' has a term alarm clock op. Since everything in EVE is real time, sometimes that tower comes out of reinforced at 3am local time, Tuesday. Also Eve time is GMT. So Daylight saving time changes can really screw things up.
**
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None
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* ''DeadRising''. The game is going to end in 3 days. Your actions affect what [[MultipleEndings ending]] you get but not when it comes. Other game events also happen on time regardless of player action, though on a sliding window of opportunity rather than an exact time. As long as you arrive within that timeframe the event happens and it's AlwaysClose.
to:
* ''DeadRising''.''VideoGame/DeadRising''. The game is going to end in 3 days. Your actions affect what [[MultipleEndings ending]] you get but not when it comes. Other game events also happen on time regardless of player action, though on a sliding window of opportunity rather than an exact time. As long as you arrive within that timeframe the event happens and it's AlwaysClose.
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None
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* ''VideoGame/KerbalSpaceProgram'' models a quite realistic solar system, meaning you have to think about launch windows if you want to send missions further than Kerbin's moons.