This study focuses on studying time mechanics and concepts in video games by using a method defined by Zagal and Mateas (2010) for analysing temporality (the understanding and design of time) in video games. The Legend of Zelda: Majora’s Mask (2001) was chosen because of its heavy themes surrounding time mechanics and manipulation. First the authors highlight a few studies discussing time in video games before describing the concepts outlined in Zagal and Mateas’ temporal framework. Nine out of the twelve concepts were applicable to Majora’s Mask. The study observes two playthroughs of the game using the close reading method before the findings are discussed and categorised according to Zagal and Mateas’ theory: common temporal frames, temporal anomalies and temporal manipulation. The framework proved to be applicable for the purposes of the study and useful for game designers to understand nuanced temporal concepts. When certain mechanics were difficult to categorise, a new temporal frame was defined, as per Zagal and Mateas’ recommendation.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-475791 |
Date | January 2022 |
Creators | Håkansson, Diana, Salomonsson, Sunniva |
Publisher | Uppsala universitet, Institutionen för speldesign |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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