what.
Braid was an excellent game.
That’s not time travel. In order to actually implement TT in a video game, you’d have to be able to predict what the player will do in the future, which is not possible without the same. Braid did not do that.
How do you figure?
Just so you know, when you say time travel, I don’t instantly understand that you mean time travel to the future. Besides, you could do it anyways.
I understand what you mean about predicting what the player will do but it’s frankly a non-issue. Since no one knows the rules of time travel you can make up whatever rules you want, and make it work however you want. Obviously doing time travel to the future Braid-style wouldn’t be feasible, but simply arriving there is no problem. For example, say you have two time periods you travel back and forth between. The present is the one that matters, but there are some things you can’t do in the present. Therefore you go back in time to complete a task, then you go back to the future and something has changed so that you can continue. Done. Easy as pie.
Just like science!
Well that’s not actually traveling to the future now is it? That’s traveling Back to the Future :retard:
Ocarina of TIme uses this too I believe.
Time travel in video games!
You’d still need to be able to predict what the player will do in the future, when they travel into the past and change something. IE, you got through a room alone, and then you travel back into that room from the future. There should now be two of you, right?
No. You’ve already been there, and there was only one of you. The game can’t know that, in the future, you’ll go back into that room. (Cutscenes or linear design don’t count, because that doesn’t necessitate predicting anything)
As for the rules, we do know some of them. One is that you can’t change the past. You can’t change what’s already happened. However, you can alter it. So if you want to save someone from dieing, you have to fake their death, so that the motive to go back in time remains, thus avoiding the infamous Grandfather Paradox. Technically, the death had been faked all along, and he/she never died.
My point all along has been, you can fake time travel in a game, but true time travel isn’t possible in a video game.
-nvm; delete please-
It doesn’t have to.
Once you first go into this room, you’re in Timeline A. You’re alone, right? That’s because, in Timeline A, you’re alone in the room. Now, go back in time. You’ve now created Timeline B (your presence in the past when you weren’t there originally created an alternate timeline). Go into the room. You are now no longer in Timeline A’s room but Timeline B’s room with Timeline B’s you.
Great Scott, I know this is heavy, but remember, time travel doesn’t currently exist so you can fudge the reasoning a little. In a video game, the other “you” is now an NPC. Kill him and you kill yourself and you kill you because the other you cannot go back into the past to create Timeline A you…
Alternatively, killing the other you (Timeline B you) wouldn’t affect you at all because you’re from Timeline A.
Go back in time and save JFK’s life, you’ve saved Timeline B’s JFK, but not Timeline A’s JFK (where you came from). One way to solve the time paradoxes.
Well obviously “real” time travel isn’t possible. That would be absurd. “Real” travel isn’t possible either. Everything in a video game is “faked”. You don’t fire actual bullets, do you?
There are probably mechanics and techniques that more creative minds can come up with to emulate time travel in a video game.
Edit: like the above, which is a pretty obvious way of handling it.
Get your facts right, you fool.
I was talking about the Novikov self-consistency principle.
You’re talking about the Many-worlds interpretation of quantum mechanics.
Get your facts right, ya fool.
It’s a computer game.
…what’s your point? A game will have to choose one of them.
Or neither.
Portal 2 is going to be great.
Then what would they do? Simply not have Time Travel?