{"schemaVersion":1,"record":{"key":"mechanic/time-world-rules--t250","type":"mechanic","id":"time-world-rules--t250","lang":"en","title":"Stopping, slowing and accelerating time","summary":"Changing time speed creates analysis and execution opportunities, but requires explicit exceptions across world systems.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/time-world-rules--t250/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/time-world-rules--t250.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/time-world-rules--t250.md","aliases":["Changing time speed"],"tags":["Time, information and world rules","Mechanics and variants"],"sourceIds":["source-eceba0e40b661634","source-6d8132b002132185"],"sources":[{"id":"source-eceba0e40b661634","title":"PuzzleScript: Rules","url":"https://www.puzzlescript.net/Documentation/rules.html","verifiedAt":null},{"id":"source-6d8132b002132185","title":"F.E.A.R. (2005)","url":"https://gamemechanics.org/patterns/bullet-time","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Changing time speed creates analysis and execution opportunities, but requires explicit exceptions across world systems."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t250-variants\"></a>\n\n- Stopping freezes the world but permits commands. <a id=\"t250-v1\"></a>\n- Slow motion expands a player's response window. <a id=\"t250-v2\"></a>\n- Fast-forward skips predictable repeated cycles. <a id=\"t250-v3\"></a>\n- Local fields alter the rate of selected objects. <a id=\"t250-v4\"></a>"},{"id":"example","title":"Design example","body":"A projectile slows inside a sphere so a reflector can move before it exits.\n\nPrototype check: Test timers, audio and physics across rate boundaries, including pausing within another slow-motion effect."},{"id":"context","title":"Context and limits","body":"Time and space rules change action causality; the interface must show which state survives a transformation. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map."}],"relations":[],"placements":[{"catalogId":"time-world-rules","id":"t250","title":"Time, information and world rules","url":"https://gamemechanics.pro/en/mechanics/time-world-rules/#t250","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Changing time speed","description":"Changing time speed creates analysis and execution opportunities, but requires explicit exceptions across world systems.","image":{"src":"images/mechanics/combat-bullet-time.webp","width":498,"height":276,"game":"F.E.A.R. (2005)","sourceUrl":"https://gamemechanics.org/patterns/bullet-time","originalUrl":"https://cdn.gamemechanics.org/webm/fear_bullet_time.webm","sourceFrameSeconds":4.91,"credit":"Monolith Productions; frame from clip via GameMechanics.org","rights":"Game imagery © its respective rights holders. Source host: GameMechanics.org. All rights reserved; excluded from the portal’s MIT and CC BY 4.0 licenses.","caption":"Reflex Time during a firefight","alt":"A F.E.A.R. firefight during Reflex Time has characteristic edge blur and visible shot effects.","markers":[{"x":52,"y":56,"label":"Enemy at the center of the slowed scene"},{"x":15,"y":42,"label":"Visual effect of the active mode"}]},"tips":["Define which objects follow the altered time speed."],"examples":[{"title":"F.E.A.R. (2005)","url":"https://gamemechanics.org/patterns/bullet-time"}]}},"endsAt":null,"provenance":"Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/time-world-rules"}}