I wonder about the timer based mechanic (the most common one probably). What are the purposes of each of the elements there? Why they are there? Does all games of that type use all of these elements? If yes/no, why?
Elements:
- time - each action use up some time, when you initiate an action all other actions are disabled until you finish the current action
- energy - each action also uses up energy, you have less energy than time (energy regenerates slowly, so you can not sit down in front of computer and start a new action immediately after the previous one finish, you will run out of energy faster than out of time)
- rest - there is a rest action, which last minimum an hour (or incrementals of one hour), when you initiate that action you get energy (this is also the only action that does not use up any energy, quite obvious)
- purchase energy - usually there is an option to buy some instant energy regeneration via real money (usually with some limit per day)
Analysis. It can be looked at from 2 points of view.
1) The initial impression is that this is time based mechanic, you spend time to do actions.
2) But after you get hooked up you start to think in terms of energy as the real limiter.
Then it gets complex even more when we add the rest option, which exchanges time to energy.
I wonder, couldn't it be made just as energy based game without time? I mean, what is the real purpose of the timer? Is it only so you get a habit to get back to the game at a specified point of time or there is something more behind it?
Do you have any other thoughts why it is made the way it is made and if it is a good mechanic or not?