I've been thinking about this pretty concretely to see if I could add it to my game. Some thoughts:
- Clockwork games generate "fun" through two different methods: Time exploration (learning and discovering what happens when) and time pressure (I need to do X before a certain time). Obviously, games can choose which to emphasize.
- Clockwork games have 2 primary problems to solve:
1. How to communicate the future to the player
2. How to create a series of cause/effects
- A game loop solves the first problem easily Everytime the player loops, the know more about the future. Developers …