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World Systems

Survival Needs Clock

A survival needs clock drains hunger, thirst or warmth over time, so standing still is itself a losing move and the player is under pressure with no enemy anywhere on screen.

Introduced 1980 Origin Rogue Developer Michael Toy, Glenn Wichman, Ken Arnold Direct forks 1 All descendants 3 Later adopters 21

One or more meters fall continuously. Crossing a threshold applies penalties, usually stat loss first and damage later, and restoring the meter costs a consumable that has to be found, bought, farmed or cooked. Effect on play is temporal rather than spatial: the clock forbids indefinite caution, turns exploration into a supply problem, and makes every detour a calculation about whether the return trip is affordable.

Rogue included a food clock around 1980 for a specific reason. Without one, a patient player can grind a randomly generated dungeon indefinitely, resting after every fight until nothing is dangerous, and Michael Toy, Glenn Wichman and Ken Arnold needed pressure that could not be waited out. Hunger was cheap to implement, thematically invisible, and it made continuing the descent mandatory rather than merely advisable.

Anti-camping pressure is the durable idea, and it still underpins survival and roguelike design decades later. Badly tuned needs are also among the most complained-about systems in that space, because a meter emptying faster than the world supplies food becomes an errand rather than a threat. Better implementations make eating incidental to something the player already wanted to do, such as cooking, farming or exploring.

Lineage — traced back to a root

Every mechanic in this dataset resolves to an ancestral chain. This one is 4 steps deep, beginning with Numeric Score in 1972.

1972 · introduced in Pong
1978 · introduced in Space Invaders
1980 · introduced in Rogue
1980 · introduced in Rogue

Open this lineage in the interactive graph →

Descends directly from

Forked into

Minecraft tied hunger to sprinting and healing, Don't Starve named itself after the meter, DayZ made supply a social problem, and Fallout: New Vegas made it optional.

Look this mechanic up elsewhere

Also called: food clock, hunger meter, survival meters

Cite this entry

“Survival Needs Clock.” The Genome of Games, an ontology of game mechanics. Origin: Rogue (1980). https://genome-of-games.vercel.app/feature/survival-needs-clock/