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In the field of game development, how to define the concept of “portioning” of game time in two or three words?
Good afternoon!
Here's what I mean by portioning: in my understanding, this is a real temporary timeout embedded in the game algorithm, during which the player cannot access some areas of the game, game bonuses, or even the entire game.
For example, a game for Android mobile devices called Real Racing 3, where such a game timeout is implemented in the form of service maintenance of the player's racing car. While the car is in the service - the player has no opportunity to continue the game.
Another example is a whole series of games where the player is asked to build a kingdom and building / upgrading structures takes some real time, during which the builders are busy, and nothing more can be done.
Here's how to describe this concept with an official name, if there is one, in two or three words? Most likely, such a concept has an exact name in English, but I don’t know what it is.
And if someone understands the theory of modern game development, tell me what is the fundamental meaning of such timeouts? Maintaining long-term interest in the game?
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If I understand correctly what we are talking about, then these timeouts are overcome by donation.
Here is the answer to the question - this is a mechanism for knocking out donations from players.
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