
Description
The game ends after a set amount of actual time has elapsed.
Discussion
Games with the Elapsed Real-Time mechanism have an overall timer that is independent of the actions the players are taking. The key advantage is, of course, that players know exactly how long the game will take, which helps them schedule and plan. Also, having a timer naturally adds an element of tension to the game. The exact implementation of the timer varies. While some older games, like Escape from Colditz, had players set any timer they had around the house, or simply check a clock, most modern implementations use some electronic means. The Omega Virus has the timer built into the taunting computer in the center of the board, which gleefully tells the players as time runs out. Break the Safe has a digital countdown timer, evoking many heist films. Atmosfear had players play a videotape to time the game. Escape: The Curse of the Temple and Space Alert have an external soundtrack that is played, which provides ambient sound effects as well as advising the countdown. Electronic voices and soundtracks also have the advantage of being able to incorporate mid-game instructions for players. Escape Room games, like the Exit: The Game series, also rely on elapsed time, typically tracked by a smartphone. This mechanism needs extra attention when used in competitive games. The possibility that players may stall when winning, to run out the clock, needs to
be addressed. This was a weakness in Escape from Colditz, a one-vs.-many game (see “STR-03, Team-Based Games” in Chapter 1), where one player controlled the German guards trying to prevent the Prisoner Of War (POW) players from escaping. In the original version of the game, the German players had a strong incentive to stall and take as long as possible to make their moves. The Omega Virus tackles this issue by having an “everyone loses” condition if time runs out, turning it into a semi-co-op (STR-05). Another option is to have a simultaneous play, which disincentivizes players from stalling.
Sample Games
Atmosfear (Tanner, 1991) Break the Safe (Uncredited, 2003) Escape from Colditz (Brechin, Degas, and Reid, 1973) Escape: The Curse of the Temple (Ostby, 2012) Exit: The Game (Brand and Brand, 2016) FUSE (Klenko, 2015) The Omega Virus (Gray, 1992) Space Alert (Chvátil, 2008)

描述
游戏在经过设定的实际时间段后结束。
讨论
具有经过的实时时间(Elapsed Real-Time)机制的游戏有一个独立于玩家行动的总体计时器。关键优势当然是,玩家确切地知道游戏将持续多长时间,这有助于他们安排时间表和计划。此外,拥有计时器自然会增加游戏的紧张感。计时器的确切实现各不相同。虽然一些老游戏,如《Escape from Colditz》,让玩家设置他们家里的任何计时器,或者只是看时钟,但大多数现代实现都使用某种电子手段。《The Omega Virus》将计时器内置于版图中心的嘲讽计算机中,该计算机在时间用完时欢快地告诉玩家。《Break the Safe》有一个数字倒计时计时器,唤起了许多抢劫电影。《Atmosfear》让玩家播放录像带来计时游戏。《Escape: The Curse of the Temple》和《Space Alert》播放外部音轨,提供环境音效以及倒计时建议。电子声音和配乐的优点是能够包含给玩家的游戏中途指令。逃脱房间游戏,如《Exit: The Game》系列,也依赖于经过的时间,通常由智能手机跟踪。这种机制在竞争性游戏中使用时需要格外注意。需要解决获胜时玩家拖延时间以耗尽时钟的可能性。
这是《Escape from Colditz》的一个弱点,这是一个一对多游戏(见第1章中的“STR-03,基于团队的游戏”),其中一名玩家控制试图阻止战俘(POW)玩家逃跑的德国警卫。在游戏的原始版本中,德国玩家有强烈的动机拖延时间并尽可能长时间地移动。《The Omega Virus》通过如果时间用完就会有“全员失败”的条件来解决这个问题,将其变成一个半合作游戏(STR-05)。另一个选择是同时进行游戏,这会抑制玩家拖延时间。
游戏范例
Atmosfear (Tanner, 1991) - 《Atmosfear》 Break the Safe (Uncredited, 2003) - 《Break the Safe》 Escape from Colditz (Brechin, Degas, and Reid, 1973) - 《Escape from Colditz》 Escape: The Curse of the Temple (Ostby, 2012) - 《逃离神庙》 Exit: The Game (Brand and Brand, 2016) - 《大搜查/Exit》系列 FUSE (Klenko, 2015) - 《FUSE》 The Omega Virus (Gray, 1992) - 《The Omega Virus》 Space Alert (Chvátil, 2008) - 《Space Alert》