I am working on a new space-based board game, and I have been wanting to add mechanics that elegantly incorporate elements of space travel that are not normally included in a space-based board game. One of those mechanics that I would like to include is "time dilation".
Time dilation is an effect of the theory of relativity that states that time passes more slowly for a body in motion relative to a stationary observer. This phenomenon can be observed in space travel, where astronauts experience less time passing due to their high speeds than those who remain on Earth. For example, if an astronaut were traveling at near light speed for one year (as measured by clocks on Earth), then they would only experience six months passing by their own internal clock. As such, when the astronaut returns home after one year as measured by Earth's clocks, they will have aged much less than someone who stayed at home and experienced the full 365 days pass. This could create interesting mechanics in board games since players could move around faster or slower based on how they choose to use this mechanic.
Time dilation is also affected by gravity in that it increases the closer an object gets to a massive gravitational source. This phenomenon is known as "gravitational time dilation" and was also predicted by Albert Einstein's Theory of Relativity. As an object approaches a very large mass, such as a black hole, its clock will run slower relative to clocks further away from the source of gravity. This means that if two observers were measuring time from different locations near the same black hole, one observer would measure more time passing than the other due to their proximity to the strong gravitational field of the black hole. In addition, this effect can also be seen on Earth when comparing two different altitudes - clocks at higher elevations run faster due to less severe gravitational forces compared with those at lower elevations. Thus, understanding how gravity affects time dilation can be useful for designing board games based in space or other extreme environments where gravity plays an important role. This is the case in my game, I think.
Time dilation mechanics seem to me like a relatively new concept in board game design, but one that can perhaps add depth and complexity to the way players interact with their environment. When applied to board games, time dilation mechanics can introduce interesting strategic elements by allowing players to manipulate (or be manipulated by) time as they move through their turns. This article will explore how time dilation works and how it might be used to create unique gameplay experiences in board games.
At its most basic level, time dilation is the process of differentiating lengths of time within a game system. It’s a concept made popular by science fiction stories like Doctor Who or Interstellar where characters experience drastically different amounts of time depending on their location in space or speed relative to other objects. In board game design, time dilation can be used to give players the ability to control how much time they have throughout their turns. For example, a player might move faster on a straight path while moving slower when taking corners or navigating difficult terrain.
Perhaps time dilation mechanics can also be used to alter gameplay objectives. Instead of simply winning by having the most points at the end of the game, players could have a requirement to use time dilation to reach goals within a certain amount of in-game time. This could introduce exciting elements of strategy and resource management as players decide whether it’s worthwhile for them to take risks in order to save time or if it’s better for them to play it safe and take more careful routes.
Finally, what if time dilation mechanics can be used to create unique asymmetrical game designs. By allowing different players to move through the environment at different speeds, developers can generate a wide range of dynamic gameplay experiences. For example, one player might be able to quickly capture objectives and outrun opponents while another might have more success by carefully planning their route and taking advantage of terrain features that slow down the opposition.
I think that for my game, I might consider a few things:
Relativistic Time Dilation -- If a player goes too fast, then they lose a turn, or like the action phase happens on the second turn. This makes sense, in that perhaps it acts as a limiting factor for travel... Something like headwind ("headwind" is a challenge within the game that adds resistance for the player, forcing them to use more strategy and skill).
Gravitational Time Dilation -- if a gamer is orbiting around a colossal planet, they forfeit one round. Additionally, if their spacecraft lands on the immense planet's surface, two turns are taken away from them. To make this time dilation worthwhile for players who choose to land on substantial planets though, I believe there should be reasonably significant rewards that incentivize such decisions.
Time dilation mechanics are an exciting new direction in board game design, offering developers the opportunity to create more complex and engaging playing experiences. With careful consideration and experimentation, designers can use time dilation mechanics to give players interesting strategic options, increase replay-ability, and create asymmetric play styles. By exploring these possibilities further, we may soon see exciting new board games that take full advantage of this intriguing mechanic.
Sign up for our newsletter to stay up-to-date on our space-based board game development! Follow along with us for exclusive updates and sneak peeks of upcoming projects.
1 comment
I love the idea, but one of the features of relativistic time dilation is that time is perceived to pass normally for each local observer. So having people sit out while others take turns isn’t in keeping with that person’s individual perception of spacetime. Plus, no one likes having their turn skipped (looking at you Uno!). I might suggest another approach. For instance, if we were playing an engine building, resource management game, and I decided to travel at relativistic speeds to accomplish some goal (say, move between solar systems), my turn would happen normally, but other players get paid out in resources per the engine they have already built up to that point (or get to deploy new pieces of their engine, etc.) You effectively manage the same thing, but aren’t couching it in terms that are buzzkills for players and they get a fun risk vs opportunity puzzle to solve.
“There’s a tasty opportunity at Orion Nebula, but it’s 3 times as far as Proxima Centari. A lot will happen back home while I’m gone…” [do I want to give my opponent 1 cycle of their engine or 3 for the chance at a larger payout?]
Regardless, thanks for the prompt of mashing up two of my favorite things—cosmology and board game mechanics! Cheers!