A '''fluid sense of time''' in 360º runtime segments where different people need to be at different times for their stories to develop properly. Rigid time might brake the games consistency or a plots internal logic. <br>
This technique is used when you have a lot of players whom are involved in different plot lines, and where a time jump in the game is needed, but the timejump needed for each plot is not the same. Then you ask the players to have a fluid sens of time and not play up against the fact that the time is illogical and make no sense. <br>