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Playing fourth-dimensionally by Mind Map: Playing fourth-dimensionally
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Playing fourth-dimensionally

Narrative-based

Dynamic

Embedded

In medias res

Memories

Parallel universes

'Rashomon' viewpoints

Thematical

Time paradox

Mechanic-based

Fast-forward

Foresight

Knowledge-gathering

Pause

Playing with yourself

Record

Replay

Rewind

Slow motion

Spatial periods

Failure-based

Death is the solution

Embedded

Forced failure

'Impossible' to die

Permadeath

Trial and error syndrome

Suicidal entertainment

Where seeing every conceivable manner the protagonist dies becomes a morbidly entertaining objective in itself.

Rule-based

Lazy design

Linear inevitability

The 'natural' passage of time

Rhythm

Strategy

Time limits

Time trials

Meta-based

Dexterity

Localisation

Narrative digestion

"Narrative is a ... double temporal sequence ... There is the time of the things being told and the time of the narrative (the time of the signified and the time of the signifier)."   Source: Jesper Juul, Handbook of Computer Game Studies, p. 222 (quoted from Christian Metz, in turn quoted from Genette, 1980, p. 33)

Nostalgia

Time investment