{"id":7825,"date":"2017-12-15T00:35:00","date_gmt":"2017-12-15T00:35:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/311770"},"modified":"2017-12-15T00:35:00","modified_gmt":"2017-12-15T00:35:00","slug":"video-capy-games-super-time-force-and-the-paradox-of-time-travel","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2017\/12\/15\/video-capy-games-super-time-force-and-the-paradox-of-time-travel\/","title":{"rendered":"Video: Capy Games&#8217; Super Time Force and the paradox of time travel"},"content":{"rendered":"<p><em>Super Time Force<\/em> features\u00a0a central mechanic where players can manipulate\u00a0time and create iterations of themselves in order to complete challenges. But what does it have to say about quantum\u00a0entanglement?\u00a0<\/p>\n<p>In this 2014 GDC session Capy\u00a0Games&#8217; technical director Kenneth Yeung\u00a0discusses the game design difficulties\u00a0of time manipulation in <em>Super Time Force<\/em>, and how the team tackled the issue using science.<\/p>\n<p>Yeung\u00a0delves into the challenges of making\u00a0a complicated, paradox-filled mess feel simple and fun, while providing the cons of time travel as a mechanic. How do designers avoid nullifying any challenge if players\u00a0know what happens in the future?<\/p>\n<p>Developers interested in learning about how the time travel paradox was solved (in games) can now go back and watch the talk\u00a0completely free <a href=\"https:\/\/www.youtube.com\/watch?v=IJCMdfpr3MQ\">via\u00a0the official GDC Vault YouTube channel<\/a>!<\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\">GDC Vault<\/a>\u00a0and\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><strong><em>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Super Time Force features\u00a0a central mechanic where players can manipulate\u00a0time and create iterations of themselves in order to complete challenges. But what does it have to say about quantum\u00a0entanglement?\u00a0 In this 2014 GDC session Capy\u00a0Games&#8217; technical director Kenneth Yeung\u00a0discusses the game design difficulties\u00a0of time manipulation in Super Time Force, and how the team tackled the [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":7826,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-7825","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/7825","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=7825"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/7825\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/7826"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=7825"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=7825"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=7825"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}