The timeframe is crucial to the game story. In a game with a historical timeframe, the story needs to be based on the events and context of that era. For instance, a game set in medieval times will have a story that involves knights, castles, and feudal systems. On the other hand, a modern - day timeframe might involve stories about technology, urban life, and modern - day problems. The timeframe determines what elements can be included in the story and how the characters interact with their environment.
The timeframe of the Christmas story is mainly centered on the era when Jesus was born. It's a story that has been passed down through generations. Scholars have tried to pinpoint the exact time based on historical records like the Roman census. But generally, it's in the early days of the Christian era. It includes the time when the angel visited Mary, she became pregnant, and then the events that followed until the birth of Jesus.
In 'Battlefield 1', the story affects gameplay by setting the context. For example, in some missions, you have to complete certain historical objectives like capturing a strategic location. This gives a sense of purpose to the gameplay. If the story didn't exist, it would just be random battles.
An unforgiving game story makes the player more cautious. In 'The Binding of Isaac', you constantly face challenges that can end your run quickly. This makes players think more strategically about their moves. It also extends the gameplay time as players may need to retry many times. Moreover, it can create a more immersive experience as the player is fully engaged in trying not to make mistakes and survive in the game's unforgiving world.
The 'end of the story' in Eternal Card Game has a significant impact on gameplay. Firstly, it serves as a clear goal for players. They are constantly striving to reach the end of the story in their favor, which means winning the match. During the game, players make decisions based on how to get to this end point. For instance, they might choose to play certain cards at specific times to gain an advantage towards the 'end of the story'. Also, the 'end of the story' affects the meta - game. As players analyze how different decks perform until the 'end of the story', they can adjust their deck building strategies accordingly. And if a particular type of strategy consistently reaches the 'end of the story' successfully, it may become more popular in the game's competitive scene.
It can end the current gameplay session. If it's the end of a story - based campaign, you might not be able to progress further in that specific narrative. For example, if you've reached the 'end of the story' in a solo adventure, you may have to start a new one or move on to other game modes.
The geography plays a huge role. For instance, the Narrow Sea separates Westeros from Essos. This made it difficult for Daenerys to invade Westeros at first. It was a natural barrier she had to overcome.
The traditional Christmas story doesn't give a specific modern - style timeframe. But we can infer it from various elements. For example, the mention of the shepherds in the fields. Sheep were usually out in the fields during certain seasons, which gives a clue about the time of year. Also, the fact that there was a journey due to the census and the events surrounding Mary and Joseph all point to a general time within the first century. It's a story that unfolds within the political and cultural context of that time, with the birth of Jesus as the central event within that somewhat vaguely defined but still identifiable timeframe.
The villain often creates conflicts. For example, they might start a fight between the protagonist and the male leads by spreading lies.
It could set the stage for future expansions. By ending the story in a certain way, new possibilities for the game's lore and world - building are created.