A Zelda adventure where the moon falls and time resets every three in-game days.
From Mark Brown, Game Maker's Toolkit
Majora's Mask ends its simulation with a moon crash after three days. The moon falls after three in-game days, about an hour of real time at default speed, and time then loops back to the start. Game Maker's Toolkit calls it perhaps the quintessential clockwork game.
Mark Brown's point is that clockwork games need a fixed end because developers can't simulate schedules forever and some story events can't be missed. Looping time back to the start, as in Groundhog Day, is the most common answer. He lists Outer Wilds (supernova after 22 minutes) and Dead Rising (helicopter returns after 72 in-game hours) as other games that set an end point. Quote: "time can't exactly go on forever".
Called perhaps the quintessential clockwork game. The moon crashes after three in-game days, which is about an hour of real time at default speed.
Majora's Mask ends its simulation with a moon crash after three days. The moon falls after three in-game days, about an hour of real time at default speed, and time then loops back to the start. Game Maker's Toolkit calls it perhaps the quintessential clockwork game.
Mark Brown's point is that clockwork games need a fixed end because developers can't simulate schedules forever and some story events can't be missed. Looping time back to the start, as in Groundhog Day, is the most common answer. He lists Outer Wilds (supernova after 22 minutes) and Dead Rising (helicopter returns after 72 in-game hours) as other games that set an end point. Quote: "time can't exactly go on forever".
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