Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Time sink
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==In video games== In [[massively multiplayer online role-playing game]]s (MMORPGs), time sinks are a method of increasing the time needed by players to do certain tasks, hopefully causing them to subscribe for longer periods of time.<ref name=MMODesigner>Miller, Matt. [http://www.mmodesigner.com/?p=118 Timesinks], ''MMODesigner.com'', 31 May 2010.</ref> Players may use the term disparagingly to describe a simplistic and time-consuming aspect of [[gameplay]], possibly designed to keep players playing longer without significant benefit. Time sinks can also be used for other gameplay reasons, such as to help regenerate [[resources]] or [[monsters]] in the [[Virtual world|game world]]. ===Negative connotations=== Many players consider time sinks to be an inherently poor design decision, only included so that game companies can increase profits. For example, one [[Slashdot]] article describes time sinks as "gameplay traps intended to waste your time and keep you playing longer".<ref>[http://slashdot.org/article.pl?sid=02/12/27/1748252&mode=flat&tid=127 Slashdot: "EverQuest: What You Really Get From an Online Game"], 27 December 2002.</ref> In most games, boring and lengthy parts of gameplay are merely an annoyance, but when used in [[subscription]]-based [[MMORPG]]s, where players are paying recurring fees for access to the game, they become a much more inflammatory issue. [[Game designer]]s must be prudent in balancing efforts to produce both involving gameplay and the length of content that players expect. Time sinks are often associated with [[Gamer#Dedication_spectrum|hardcore games]], though whether this is a positive or negative association depends on the context. ===Trade-offs=== Implementing time sinks in a video game is a delicate balancing act. Excessive use of time sinks may cause players to stop playing. However, if not enough time sinks are implemented, players may feel the game is too short or too easy, causing them to abandon the game much sooner out of boredom. A number of criteria can be used to evaluate use of time sinks, such as frequency, length, and variety (both of the nature of the time sink and the actions taken to overcome it). What is considered a good balance depends in part on the type of game in question. [[Casual games]] are often expected to have less in the way of time sinks, and [[Gamer#Dedication_spectrum|hardcore games]] to have more, though this is not a hard and fast rule. {{quote|A good timesink has you interacting with the game on some level, earning some level of enjoyment or moving the story along. It might be "realistic", but keep in mind that you are trying to entertain people here and useless timesinks tend to do the opposite of entertain.|Matt Miller, ''MMODesigner.com''<ref name=MMODesigner />}}
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)