Introduction: The In-Game Timer Debate
Hey speedrunners and gaming enthusiasts! Welcome to GamingSpeedrun.com, your go-to source for all things fast and furious in the gaming world. Today, we're diving deep into a topic that’s been simmering in the community for a while: the use and potential banning of in-game timers in speedrunning. For those of us who live and breathe perfect runs, timing is everything. But what happens when the very tool meant to measure our achievements can be flawed? Is it time to leave these built-in clocks behind for good?
Historical Context: The SDA Era
For a long time, especially during the Speed Demo's Archive (SDA) era, in-game timers were the standard. They seemed like the most straightforward way to track progress. You load up the game, hit start, and the timer within the game itself begins ticking. Simple, right? It offered a seemingly objective measurement, directly tied to the game's own internal clock. This was the norm, the accepted practice, and many legendary runs were timed this way.
In my experience, relying on the game's internal clock felt natural, almost like the game itself was acknowledging your effort.
However, as the speedrunning community evolved, so did our understanding of game mechanics and timing. What was once considered reliable began to show cracks.
Reliability Issues with In-Game Timers
The biggest issue with in-game timers is their inherent unreliability. They are software, and software can have bugs. Here are some key problems:
* **Game Crashes and Glitches**: A sudden crash can reset or corrupt the timer data. Worse, certain glitches might manipulate the in-game timer itself, giving an inaccurate representation of the actual time taken. This completely invalidates a run, no matter how well executed.
* **Save File Corruption**: Timers are often tied to save files. If a save file becomes corrupted, the recorded time might be lost or become nonsensical.
* **Frame Rate Dependency**: Some in-game timers are tied to the game's frame rate. If your frame rate fluctuates, the timer might not tick consistently, leading to discrepancies. This is especially problematic when comparing runs across different hardware setups.
* **Reset Issues**: Sometimes, resetting the game doesn't *truly* reset the internal timer correctly, leading to lingering data or incorrect starting points.
* **Patched Exploits**: Developers might patch out exploits that affected the in-game timer, meaning a run done before the patch might be considered invalid by the game's own timing system if it relied on such an exploit.
These aren't just theoretical problems; they have affected runs and caused significant debate within the community.
Why External Timers Reign Supreme
This is precisely why the vast majority of modern speedrunning communities mandate the use of external timing software, like LiveSplit. External timers offer several advantages:
* **Consistency**: They are independent of the game's internal workings. A second is always a second, regardless of frame rate fluctuations or minor in-game hiccups.
* **Control**: Runners have full control over starting, splitting, and resetting the timer. This provides a clear, unambiguous record of the run.
* **Splits and Comparisons**: External timers allow for intricate split systems, enabling runners to track progress on specific segments of the game. This is crucial for identifying areas for improvement and optimizing strats.
* **Verification**: External timers provide a clear log file that can be easily reviewed and verified by the community.
When I started speedrunning, the transition to LiveSplit felt like a breath of fresh air. The control and clarity it offered were game-changing.
The evolution of speedrunning is intrinsically linked to discovering new strats, glitches, and skips. For instance, in games like Super Mario 64, understanding how the game’s timer works internally was key to certain speedrunning techniques. However, this knowledge can also be a double-edged sword.
When a specific strategy relies on an exploit within the in-game timer's code, it raises questions. Should a run be valid if it uses an in-game timer bug to achieve a faster time? Most communities would say no, as it's not a measure of skill within the intended game mechanics, but rather an exploitation of the timing system itself. This is where the debate about banning in-game timers becomes particularly relevant, especially for games where these timers are still prevalent or where timer manipulation is a known possibility.
Impact on Different Genres
The relevance of in-game timers varies significantly across different game genres.
* **RPGs and Action-Adventure Games**: These often have complex internal clocks and save systems. In-game timers can be particularly volatile here due to autosaves, long cutscenes, and complex event triggers. External timers are almost universally preferred.
* **Platformers**: Simpler platformers *might* have more reliable in-game timers, but even here, frame rate issues can cause discrepancies.
* **Retro Games**: For older consoles, in-game timers were often the only option. While many retro speedrunners now use external timers or emulators with reliable timing, some historical runs might still be based on in-game data. However, for new records, external timing is the standard.
* **Online and MMO Games**: Timing in these games is incredibly complex due to server latency, player RNG, and other players' actions. In-game timers are rarely used for competitive speedruns in these genres.
The Case for Banning
The argument for banning in-game timers is strong and centers on fairness and consistency.
1. **Ensuring Fair Play**: Banning them removes the risk of runs being invalidated by bugs or exploits within the timer itself. Every runner is on a level playing field, using a consistent, external metric.
2. **Promoting Community Standards**: Mandating external timers aligns the community with modern speedrunning practices and verification standards.
3. **Preventing Exploitation**: It stops runners from attempting to exploit timer mechanics, ensuring that records are based on genuine gameplay skill.
4. **Simplifying Verification**: Verifying runs becomes much simpler when all submissions use a standardized external timing tool.
Arguments Against Banning
While the case for banning is compelling, there are a few counterarguments:
* **Historical Significance**: For older games, in-game timers might be the only historical record. Banning them outright could invalidate a significant portion of speedrunning history.
* **Specific Game Mechanics**: In rare cases, understanding and manipulating the in-game timer *is* part of the intended speedrun challenge for a specific game. A blanket ban might overlook these unique situations.
* **Player Preference**: Some players might simply prefer the aesthetic or feel of using an in-game timer, especially for casual runs or personal bests (PBs).
While I agree external timers are essential for competitive records, I sometimes enjoy just seeing the in-game timer tick up for my own personal records. It feels more... integrated.
However, these arguments often pale in comparison to the need for objective, verifiable records in competitive speedrunning. Most communities handle this by having separate categories: "In-Game Time" for historical or niche runs, and "Real Time" (using external timers) for official leaderboards.
The Future of Timing Methods
The trend is overwhelmingly towards external timers like LiveSplit, WitcherTimer, or similar tools. As games become more complex and the speedrunning community continues to mature, the demand for precise, verifiable, and consistent timing methods will only grow. While in-game timers may hold a certain nostalgic appeal and historical significance, their practical limitations make them unsuitable for setting official world records (#WR) in most contexts.
The focus now is on refining the use of external timers, developing better verification tools, and fostering a community that prioritizes fair competition and accurate measurement of skill. The quest for that next
PB or
WR depends on it.
Frequently Asked Questions
What is an in-game timer?
An in-game timer is a timing mechanism built directly into the video game itself, usually starting when the player begins a level or new game and stopping upon completion or reset.
Why are external timers preferred in modern speedrunning?
External timers (like LiveSplit) are preferred because they are independent of the game's code, offering greater consistency, control, and simpler verification, free from potential in-game bugs or exploits.
Can in-game timers be manipulated?
Yes, in-game timers can sometimes be manipulated through glitches, exploits, or even by developers patching the game, leading to inaccurate or unreliable timing data.
Are there any games where in-game timers are still standard?
While rare for official records, some older games or specific niche categories might still use in-game timers due to historical reasons or unique gameplay mechanics tied to them. However, the overwhelming standard for competitive speedrunning is external timing.
What should I do if I find a timer exploit in a game?
If you discover an exploit related to an in-game timer, it's best to report it to the specific game's speedrunning community moderators or on platforms like speedrun.com. This helps maintain the integrity of leaderboards and ensures fair competition.
What are your thoughts on in-game timers? Do you think they should be banned outright, or do they have a place in speedrunning history? Let us know in the comments below! Join our Discord to discuss strats, share your runs, and connect with fellow speedrunners. Happy running!