Background for this thread:
Vision Soft Reset
https://forums.tigsource.com/index.php?topic=55472.0Primer
Save the Date
https://forums.tigsource.com/index.php?topic=33753.0I want to discuss time travel game design and the butterfly effect. I've played a few platformers where you cooperate with yourself & I built Quantum Pilot which has you fighting clones of yourself but these are very straightforward implementations of time travel lacking the complexity of Primer.
SPOILERS IF YOU HAVENT SEEN PRIMER
[spoilers][spoiler]
I'm excited by the concept of playing out a day and seeing what stock did well.. entering your timetravel box and re-emerging. Injecting your "double"s milk with tranquilizer to KO him and pretend to be him while buying stock from the Milk Company which did so well on the stock market...
and then forgetting to sell your stock because you were exploring a conversation and your wife finds your KO'd self and the Milk Company's stock tanks and you're broke and have to go back in time again, lol.
This is very contrived but I think a good game could be built with lots of interactions like this.
The idea of teaming up with yourself in the past is interesting (see aforementioned games), but not as interesting, IMO, as using some new information that you have and no one else in the world has.
[/spoiler][/spoilers]
Just throwing out the topic for discussion - what you think would work well, the tension between a dwarf fortress style AI simulation and designed narrative interactions, etc.
Specifically I'd like to explore "non puzzlely" things in as much as just being a focus on the puzzle. In the example Vision Soft Reset's developer gave, I'm hoping to discuss less of "the door has a passcode but your time travelled self knows it" and more of "when you went through the door earlier than usual, you saw characters do something which causes chaos elsewhere... now if only you could figure out where they came from to time travel back and prevent their actions".
"Why can't we write like normal people!"