Time as a measure of "reality moving", also goes deeeep man in games when you consider frame counting on action games with strict emphasis on timing(fighting games...), where a single frame of difference can be of difference. I've always tough of Kairos as a concept that applies a lot to timing based plays, one that even extends to turn-based games. Then there are also notions of going fast as in speedrunning, or of (strategic) acceleration with concepts like tempo or rush. And let's not get started on more explicit treatments like rewind mechanics or games where seeing time past is a thing... it really goes deep 🤣
Time as a measure of "reality moving", also goes deeeep man in games when you consider frame counting on action games with strict emphasis on timing(fighting games...), where a single frame of difference can be of difference. I've always tough of Kairos as a concept that applies a lot to timing based plays, one that even extends to turn-based games. Then there are also notions of going fast as in speedrunning, or of (strategic) acceleration with concepts like tempo or rush. And let's not get started on more explicit treatments like rewind mechanics or games where seeing time past is a thing... it really goes deep 🤣
Oh yes, the rabbit hole goes VERY deep. I guess they don't call it the "time abyss" for nothing!
I love an evil laugh as a footnote.
One of the better perks of publishing a newsletter, IMO 😈