Since the game uses a 256 color palette, it was only necessary to update a few bytes of data (3x256) instead of redrawing the whole screen, so the effect was quick.
I also used this trick when the game stalled due to missing network packets from other players. Initially the game would still be responsive when no messages were received so that you could still interact and send commands. After a few seconds the game would go into paused state with grayscale screen to signify the player that things were stuck. Then several seconds after that a dialog box would show allowing a player to quit the game.
This was much less disruptive than displaying a dialog box immediately on network stall.
I'd honestly love to compile a book of "war stories" told by devs like netcoyote.
Maybe I will.
Net, if you're interested, hit me up.
Fantastic idea though, you should do it.
I tell you what I'll do today on my dev time, I'll try implementing grayscale without aby research on pause and then compare notes (I'm assuming this wc code is available somewhere, which may be a bad assumption)
Code for those is available.
And also that my “sound card works perfectly!”
It always surprised me how few games had that feature - though a few important ones, like StarCraft, did - and it only became rarer over the years.
There was a twitter thread years ago (which appears to be long gone) about how the SNES Pilot Wings pre-game demo was just a recording of controller inputs. For cartridges manufactured later in the game's life, a plane in the demo crashes rather than landing gracefully, due to a revised version of a chip in the cartridge. The inputs for the demo were never re-recorded, so the behaviour was off.
The example you mention of demo playback de-syncing when the circumstances slightly change, that is exactly what you get when you only record inputs from the player. Doom actually did this too for its networking model and demo playback system. That relies much more on the engine being deterministic and the runtime environment behaving consistently, because each client that replays those inputs has to run the exact same game simulation, in order for the resulting game states to match.
Very common that replay/demo uses the network stack of it's present in a game.
It is fun to point at a chart and confidently state “We’re here! I reckon...”
If you get the chance, you can see some of Harrison's chronometers at the Royal Observatory in London, though I don't know if they're always on display.
I'll add a recommendation for Sextant by David Barrie.
I first learned of it in some writing about a 1997 multiplayer game called, heh, Dead Reckoning.
Nothing stops you from adding a PRNG seed parameter to initialize your deterministic game engine.
DonHopkins on Feb 16, 2022 | parent | context | favorite | on: Don't use text pixelation to redact sensitive info...
When I implemented the pixelation censorship effect in The Sims 1, I actually injected some random noise every frame, so it made the pixels shimmer, even when time was paused. That helped make it less obvious that it wasn't actually censoring penises, boobs, vaginas, and assholes, because the Sims were actually more like smooth Barbie dolls or GI-Joes with no actual naughty bits to censor, and the players knowing that would have embarrassed the poor Sims.
The pixelized naughty bits censorship effect was more intended to cover up the humiliating fact that The Sims were not anatomically correct, for the benefit of The Sims own feelings and modesty, by implying that they were "fully functional" and had something to hide, not to prevent actual players from being shocked and offended and having heart attacks by being exposed to racy obscene visuals, because their actual junk that was censored was quite G-rated. (Or rather caste-rated.)
But when we later developed The Sims Online based on the original The Sims 1 code, its use of pseudo random numbers initially caused the parallel simulations that were running in lockstep on the client and headless server to diverge (causing terribly subtle hard-to-track-down bugs), because the headless server wasn't rendering the randomized pixelization effect but the client was, so we had to fix the client to use a separate user interface pseudo random number generator that didn't have any effect on the simulation's deterministic pseudo random number generator.
[4/6] The Sims 1 Beta clip ♦ "Dana takes a shower, Michael seeks relief" ♦ March 1999:
https://www.youtube.com/watch?v=ma5SYacJ7pQ
(You can see the shimmering while Michael holds still while taking a dump. This is an early pre-release so he doesn't actually take his pants off, so he's really just sitting down on the toilet and pooping his pants. Thank God that's censored! I think we may have actually shipped with that "bug", since there was no separate texture or mesh for the pants to swap out, and they could only be fully nude or fully clothed, so that bug was too hard to fix, closed as "works as designed", and they just had to crap in their pants.)
Will Wright on Sex at The Sims & Expansion Packs:
https://www.youtube.com/watch?v=DVtduPX5e-8
The other nasty bug involving pixelization that we did manage to fix before shipping, but that I unfortunately didn't save any video of, involved the maid NPC, who was originally programmed by a really brilliant summer intern, but had a few quirks:
A Sim would need to go potty, and walk into the bathroom, pixelate their body, and sit down on the toilet, then proceed to have a nice leisurely bowel movement in their trousers. In the process, the toilet would suddenly become dirty and clogged, which attracted the maid into the bathroom (this was before "privacy" was implemented).
She would then stroll over to toilet, whip out a plunger from "hammerspace" [1], and thrust it into the toilet between the pooping Sim's legs, and proceed to move it up and down vigorously by its wooden handle. The "Unnecessary Censorship" [2] strongly implied that the maid was performing a manual act of digital sex work. That little bug required quite a lot of SimAntics [3] programming to fix!
[1] Hammerspace: https://tvtropes.org/pmwiki/pmwiki.php/Main/Hammerspace
[2] Unnecessary Censorship: https://www.youtube.com/watch?v=6axflEqZbWU
[3] SimAntics: https://news.ycombinator.com/item?id=22987435 and https://simstek.fandom.com/wiki/SimAntics
the other negative with deterministic input-based replay is what you've said -- if the engine deviates in any manner, the replay becomes invalidated. You'd have to probably ship with every version of the engine, and the replay just runs on the relevant release. Just replaying and re-recording the inputs on the new version wouldn't do anything, because the outcome behavior would inevitably out of sync with the original.
I'm also not sure how one would support scrubbing, except by also having inverse operations defined for every action or by fully-capturing state at various snapshots and replaying forward at like 10x speed.
https://github.com/ESWAT/john-carmack-plan-archive/blob/mast...
Quake was completely different. The client/server term was aimed at describing that the game state is computed on the server, updated based on client inputs send to the server, and then the game state is sent from server to the clients for display. Various optimizations apply.
Deterministic/lockstep games more often used host/guest terminology to indicate that a machine was acting as coordinator/owner of the game, but none of them were serving state to others. This terminology is not strict and anyone could use those terms however they wanted, but it is a good ballpark.
Then you record the messages as they are recieved, and if networked, tx and rx the messages in the main pump loop.
If not networked, everything still works as normal: game engine itself never knows the difference.
---
Sure after you build a sophisticated the system that supports that, then you "just" do as you described. EASY!
If you wanted to add random critical hits and random bullet spread based on the pixels in a live feed of a lava lamp cam, clients could still record .dem files and they would still work.
This used to be a promoted feature in CS, with "HLTV/GOTV", but sadly disappeared when they moved to CS2.
Spectating in-client is such as powerful way to learn what people are doing that you can't always see even from a recording from their perspective.
Halo 3's in-engine replay system was the high water mark of gaming for me.
Ah, the good old days of watching live competition of quake through the game itself, chatting with others basically through the game console.
Pretty cool system.
The game engine, Source, is also using client-server architecture
I'm sure the technology still exists in the engine, but it's no longer the key feature it once was. HLTV/GOTV was launched with some fanfare back in the day.
NOT how demos work in Quake. It’s more like Quake uses a client/server architecture, and the demo is a capture of the messages.
A game having random mechanisms has absolutely nothing to do with whether it's deterministic.
Slay the spire is 100% deterministic, gameplay-wise. All the online poker games too.
There was even desync bugs even in live multiplayer games; there was detection that it desynced which would end the game, which in turn meant exploits that would intentionally cause a desync (which would typically involve cancelled zerg buildings for some reason).
This non-determinism would not and did not cause replays to diverge (the PRNG seed was most likely stored and would reproduce exactly the same results).
Thank you for still prioritizing it.
As well as using special library versions of floating-point functions which don't behave the same across different processors I suppose, if you want to be safe.
Eg cr-libm[1] or more modern alternatives like core-math[2].
There's no scenario in which that's desirable.
And yet even Rockstar gets it wrong. (GTA V has several framerate dependent bugs)
The only place where that doesn't matter is fixed hardware - i.e. old generation consoles, before they started to make "pro" upgrades.
And before it was realistically possible to port a game to run on multiple consoles without a complete rewrite.
Sometimes you can find small areas of the game that can be deterministic and worth it. In a basketball game I worked on in the 90s, I designed the ball physics to be deterministic (running at 100hz). The moment the ball left the player hands it ran deterministically; we knew if it was going to hit the shot and if not, where the rebound would go to.
What's totally insane is that the modern engine rewrite Aleph One can also play back such old recordings, for M2 Durandal (1995) and Infinity (1996) at least.
The main downside which probably caused the diseapearance is that any patch to the game will make the replay file unusable. Also at the time (not sure for quake) there was often fixed framerate, today the upsides of using delta time based frame calculation AND multithreading/multi platform target probably make it harded to stay deterministic (specialy for game where you want to optimize input latency)
Networked games have a "tickrate", just for the networking/state aspect. For example, Counter-Strike 2 has a 64Hz tickrate by default. They also typically have a fixed time interval for physics engines. Both of these should be completely independent of framerate, because that's jittery and unpredictable.
I think if I remember right there were also funny moments where things didn't look right after patches?
The bigger problem is that floating point math isn't deterministic. So replays need to save key frames to avoid drift.
Quake used fixed point math.
I guess floats are still mostly deterministic if you use the exact same machine code on every PC.
I am one of the authors of Fire Fight game (1996-ish) and we pulled the same stunt. It was actually easy, we just had to build our own "random number generator" and fix all bugs with uninitialized memory :-)
The updates thing is a shame. You can store multiple configuration files for balance patches, but executable code is much harder.
No fancy kernel level anti-cheats. Just ensure matches were played on legitimate servers and demos were recorded.
Also, back then live streaming while playing was usually too much of a computational and network burden (56k modems), but casting was just coming around as being a thing and certain Quake 3 mods had spectator modes that let someone streaming spectate you from the first person live which also helped deter cheating. There was even split screen spectating modes so you can follow the action (useful for 4v4 games, etc.).
Carmack and team really made something special back then. The ideas they had and what they did with their tech on relatively low end hardware was remarkable.
As a kid, I couldn't wait to see what came next. Sadly, Q1 was rather one of a kind, and it was many years until anything else like it showed up.
It’s one of my favourites
But then it'd also be nice if they fixed the "game crashes randomly when joining games" bug too.
(To give them credit, it doesn't now take 5 minutes after waking the Switch 2 before Rocket League reconnects me to the Epic servers like it did a couple of months ago...)
[0] Also the stupidly low limit on how many you can download - it's my storage cost, not yours, wtf.
That's how Warcraft 3's fully deterministic save files would work. Old replay files would only work tied to one specific patch patch of the game.
But here's the thing: it's still a godsend while in development and it was still a godsend to players too. "Battlenet user spiritwolf beat me even though I had the upper hand, how did he do it? Let's check the replay immediately".
Also if you really think about it: if you plan for it from day one, there's not much preventing your game engine from having a pluggable system where you could have the various different patches of the game engine ship with every subsequent release of the game.
So when 1.03c is out but you want to play a replay meant for version 1.02b, the game automatically just use that version of the game engine.
The only case where this basically ain't working is if there's a patch for a security exploit: that'd probably need to be patched for good.
But for all other cases, backward compatibility for replay files / deterministic game engines is totally doable. It may not be how things are done, but it's totally doable.
Starcraft 2 does that. It's still quite an achievement.
Warcraft 3 replays couldn't jump in time, just forward very fast. HoN could do that. It was amazing.
For a few months they even made ALL replays searchable on a website. Every game of HoN played globally.
I wrote about it here many times over the years but in 1991 I wrote a little DOS game (and I had a publisher and a deal but it never came out and yet it's how my career started but that's another story) and at some point I had an "impossible to find" bug because it was so hard to reproduce.
So I modified my game engine to be entirely deterministic: I'd record "random seed + player input + frame at which user(s) [two players but non-networked] input was happening". With that I could make tiny save files and replay (and I did find my "impossible to find" bug thanks to that).
First time I remember someone talking about it was a Gamasutra article by an Age of Empire dev (article which another poster already mentioned here in this thread): they had a 100% deterministic engine. FWIW I wrote an email to the author of that article back then and we discussed deterministic game engines.
Warcraft 3 definitely had a deterministic game engine: save files, even for 8 players (networked) games were tiny. But then you had another issue: when units, over different patches, would be "nerfed" to balance the game (or any other engine change really), your replay files wouldn't play correctly anymore. The game wouldn't bother shipping with older engines: no backward compatibility for replay files.
I had a fully deterministic game engine in 1991 and, funnily enough, a few days ago with the help of Claude Code CLI / Sonnet 4.6 I compiled that old game of mine again (I may put it on a public repo one day): I still had the source files and assets after all those years, but not the tooling anymore (no more MASM / no more linker) so I had to "fight" a bit (for example I had not one but two macros who now clashed with macros/functions used by the assembler: "incbin" and another one I forgot) to be able to compile it again (now using UASM, to compile for DOS but from Linux).
Another fun sidenote... A very good friends of mine wrote "World Rally Fever" (published by Team 17) and I was a beta tester of the game. Endless discussion with my friend because I was pissed off for his engine was so "non-deterministic" than hitting the Turbo button on my 486 (I think it was a 486) while I was playing the game would change the behavior of the (computer) opponents.
To me a deterministic game engine, unless you're a massively networked multi-player game, just makes sense.
Blizzard could do it for Warcraft 3 in 2002 for up to 8 players and hundreds of units. Several games had it already in the nineties.
It simplifies everything and I'd guesstimate something like 99% of all the game out there that don't do it could actually do it.
But it touches to something much more profound: state and how programmers think about state and reproducibility. Hint: most don't think about that at all.
Some do though: I was watching a Clojure conf vid the other day and they often keep hammering that "view is a function of state". And it is. That's how things are. It was true in 1991 when I wrote my DOS game, it was true for Age of Empire, Warcraft 3 and many other games. And it is still true today.
But we're in 2026 and there are still many devs insisting that "functional programming sucks" and that we should bow to the mutability gods for that is the only way and they'll fight you to death if you dare to say that "view <- fn(state)".
This explains that.
Fun thing - I'm working on modernizing a legacy Fortran / Win32 application to something a bit more modern, and ran into similar issues with toolchain not being available anymore; and further some libraries where source is needed to compile, but only have binaries of the libraries.
Claude Code was amazing creating stubs by looking at function calls used and how, and then getting just enough in place to call existing binaries correctly; and further updating the code to be in alignment with Fortran specs that can compile on existing compilers - but it was a 'fight'.
It never worked. You’d pause, and the plane was frozen in place yes, but the instrument cluster would still animate and show your altitude/speed changing as if you never paused. But you couldn’t control anything until unpaused. So you’d resume, and your momentum would suddenly leap to where the accumulated deltas ended up. So if you active-paused at full throttle, you’d unpause and start going way too fast… if you active paused while stalling, you’d unpause and your speed would be near zero… you’d even consume fuel while paused.
It’s like they literally just froze the plane’s position and left every other aspect of the physics engine untouched, never tested it, shipped it, and even did a bunch of marketing at how great the feature was. When it was so obviously broken.
I came back to the game after a year or so of updates, and not a thing had improved, it was every bit as broken as when they shipped it.
The 2024 release seems to have largely fixed it though from what I can see. It’s just nuts they had such a clearly broken feature for that long.
You gotta learn and understand its quirks, though. As long as your flight state is rock stable (e.g. on Auto Pilot) and/or you're not fiddling with the controls while paused, it's pretty much always worked fine for me.
I've also used its interactivity to my advantage and saved the plane from an otherwise unsaveable flight state, e.g. by gaining airspeed while paused.
The game world is paused whenever Link pulls an item from a chest, but because his animation does not loop perfectly, because of a missing frame, he slowly slides across the ground and even through walls.
One of the minimum % speedrun abuses this by looping the animation for many hours in order to glitch through a wall, and not collect a progression item, which would count towards the collection percentages.
I see a lot of comments here saying something along the lines of "isn't it just a state in the state machine?" which isn't wrong, but is an extremely simplistic way of thinking about it. In, say, 1983, you could get away with something like that:
- pause the game: write "PAUSED" to the tilemap
- paused main loop: check input to unpause
- unpause the game: erase the "PAUSED" / restore the previous tiles
But at that time you could already see the same sort of issues as today. Something somewhat common in Famicom/NES games is the sprites disappearing when the game is paused. Perhaps deliberate/desirable in some cases (e.g. Tetris) but a lot of the time, probably just a result of the 'is paused' conditional branch in the main loop skipping the sprite building code[0].
There's an extremely large problem space and ultimately, each game has its own way to define what "paused" actually means.
You might be interested in the features Godot provides[1] for this. Particularly, the thing that makes it interesting is the 'process mode' that each node in the scene tree has. This gives the developer quite a lot of control over what pausing actually means for a given game. It's not a complete solution, but a useful tool to help solve the various problems.
[0] Simplified description of course. Also, the sprite building code often ended up distributed throughout the various gameplay logic routines, which you don't want to run in the paused state.
[1] https://docs.godotengine.org/en/stable/tutorials/scripting/p...
[ed] Just adding that Tetris is only an example of a game where you might want that behaviour, not a comment about how any of the Tetris games were actually made.
Like torch flames and trees swaying in the wind.
But when you find a broken ancient seal in the forest, the giant creepy eyeball moving around in it keeps moving even when you pause the game, which helps emphasise how other-worldly it is.
Other pause some underlying simulation while still letting you modify the game state, as an expected part of gameplay, like a city builder. As the user might spend a significant amount of time in a paused state building things, it would be pretty visually unappealing to have the entire world completely frozen the whole time.
Others might pause all gameplay entirely, such as for displaying a menu, in which case pausing even environmental animations might make more sense since the user isn’t actively playing.
For the second type, I would much prefer some GUI element to indicate the simulation is paused rather than freezing the whole game world, such as a border around the screen or maybe a change of color theme of the GUI or similar.
Pausing a game has a massive impact on the game experience. It lets you break the fourth wall experientially. Not wrong, but it changes the dynamic of the game.
Same as saving at any time does. As losing your loot or your life permanently does. Not wrong, but a hard choice that appeals to some players and not to others.
I used to pause pacman on my Atari 800 so I could run to church and sing in the choir or be an altar boy. Then I ran home and unpaused to continue. Sometimes in summer the computer over-heated and I lost everything while I was at church.
Lessons learnt? None, I think :)
A system is only correct relative to the transition system you wrote down. If the real system admits extra transitions that you care about (pause, crash, re-entry, partial commits), and you didn't model them, then you proved correctness of the wrong system.
I really need to start blogging my notebook
While the game is paused, if a player were to click on the "level up" buttons for their skills, each click actually advanced the game by 1 frame - so it was possible for people to die etc. during a pause screen.
Unity has introduced the idea of coroutines (which were essentially yield based generators), and people started using them, and immediately encountered problems with pausing/saves.
Internally these coroutines compile down to state machines with opaque internals which are not necessarily consistent across compilers/code changes, and its very difficult to accomodate needs like pausing when using them.
From what I've seen, the usual answer is that people go back to hand-written state machines, and go through the pain of essentially goto programming to fix these issues.
switch(game_state):
case(paused):
<the paused logic goes here>
case(gameplay)
<updating entities and regular gameplay goes here>
You still have to be careful about how you implement "gameplay", though. For example if at any point you read the 'system clock' to do time-based stuff like animations or physics, then when you unpause you suddenly will have a couple minutes of advance in a place where you expect fractions of a second. float accum = 0;
while (running) {
poll_input();
poll_network();
accum += delta_time;
while (accum >= tick_time) {
accum -= tick_time;
update_ui(tick_time);
update_anims(tick_time);
if (!paused) {
update_entities(tick_time);
}
}
render();
}It's a simulation; why should clock time be involved to begin with? The only things that should care about clock time are those that exist outside the sim, e.g audio
But I’m not 100% that’s even true; in the context of replay, I imagine it’d be more appropriately part of the sim for it to scrub properly.
In the context of networked games with client-side prediction, I think it’d probably be key frames tied to logical time and intermediate frames tied to wallclock
The trick is to separate the logic simulation from other game loops (rendering, UI, input, sound, etc). So when a player pauses the game, everything else still more or less works. And the logic simulation should be able to take user "command" while being paused.
Most commands should mutate the game state and reflect in the UI immediately. A few commands that have to wait until the next tick should at least acknowledge the action result.
It suggests a level of control way below what I would ordinarily consider required for game development.
I have made maybe around 50 games, and I think the level of control of time has only ever gone up. Starting at move one step when I say, to move a non-integer amount when I say, to (when network stuff comes into play) return to time X and then move forward y amount.
Modern games can have the same issue. Even taking a capture of the exact graphics commands and repeating them, you'll sometimes see animated physics effects like smoke and raindrops. They're doing the work on the GPU where it's not necessarily tied to any traditional physics timestep.
But like most things in game development there is no solution that fits every use case.
A damn blurred screenshot should not make the GPU consume hundreds of Watts.
The rendering loop continues to run. The GUI is immediate mode and is still rendered. In some games visual effects continue to be rendered. If it’s a networked game the network code will continue to run.
Typically any of the common modern engines with a "time scale" variable like that are not at all optimising anything in that way. It's likely that the physics engine won't be stepped with a zero delta time, which will reduce the time spent on physics, but that's more of a byproduct of how physics engines work[0] than an optimisation.
You would have to go out of your way to capture the scene and display it "under the pause menu" in that way. Not saying nobody does that, just that it's not something the engine is giving you for free nor is it related to the time scale variable.
Further, doing that won't necessarily reduce resource usage. For example, if there isn't some sleep time inserted in the main loop when in a menu, or v-sync[1] to limit the framerate, the result of the simplified scene (just the menu and the quad with the captured scene) is an extremely high framerate, which may or may not cook the hardware more than the in-game load.
[0] Typical rigidbody physics engines are only (what I'll call) predictably stable with a constant delta time (same dt every tick). And a common way to manage this is with a time accumulator main loop, that only steps physics for whole units of dt.
[1] And v-sync isn't a silver bullet. consider refresh rates, different hardware, different drivers, driver overrides.
acerola on YouTube has an excellent 23 minute frame rendering analysis video about what goes into drawing just the "pause menu" in Persona 3 Reload:
article confirms my early theory I formed when reading the title about why would pause be complicated
"Announcing TORMENT HEXUS, a match-3 roguelike about putting technofascist CEOs on the wrong side of skyscraper windows!
[...]
And remember: they SHOULD be afraid of us. #indiedev #indiegame"
Weird times.
Like, yes, the most likely people to respond to such a call for "stuff to put in an article on Kotaku" are probably developers that want some publicity. But this is hardly surprising.
Or was it by The Joker from Batman?
Or was it when protesters in Latin America sat down blocking a road to protest environmental destruction and an American driver was so angry that he was mildly inconvenienced that he got out of his car and murdered one of them with his gun. And Joe Rogan's podcast commentary was "what did they expect?", more annoyed at the inconvenience to drivers than the murder of a human.
Or maybe when Just Stop Oil protestors threw soup and mashed potato on the glass in front of a painting, with the idea "look how angry you are at the damage to a valuable and irreplacable object, this is how angry you should be at the damage to the valuable and irreplacable environment which keeps all humans alive" and Fox News laughed at them for both damaging something important and not causing any real damage so they were ineffective. Then the judge gave them 2 years in prison on the grounds that throwing a can of soup at someone's face would be violence, so throwing it at a painting is violence. But no oil executives overseeing the Exxon Valdez disaster or the Gulf of Mexico disaster faced any jail time at all.
Or when the suffragette movement cut a painting of Venus de Milo to protest against Emmeline Pankhurst being arrested and rough-handled, and people were angrier about the harm to the painting of a woman than about the harm to a real woman.
Or when Fox News says "they aren't protesting the right way" so Kapaernik asked actual verterans how to peacefully protest respectfully and they told him to kneel during the national anthem, and the complainers didn't care a whit and said that was still the wrong way and disrespectable, and he lost his job and the president tweeted rude things about him personally, and the national football thingy made that kind of protest forbidden, almost as if the objection "protesting the wrong way" was all bullshit.
Yes, probably Hannnah Arendt could put it eloquently.
But you're right, murder is wrong, and that's all there is to it.
Health insurance companies don't kill people, quite the opposite. If it weren't for health insurance, a lot more people would die. Murdering their CEOs is crazy extremism.
You could use a knob to slow down any game to a stop. You could also press a button to go to a console that let you change memory.
It would even figure out which bit of memory kept the number of lives of you deliberately lost a life and it could see what decremented.
The best approach would be using something like if(game_is_paused) return; in the game loops.
Slowing down time applies it universally. Otherwise you're going to need that condition to every single object in the game.
E.g. when you open the ingame menu, the inventory (etc) you usually want to pause the gameplay, but still want to interact with the UI. Sometimes that means that at least also some of the gameplay logic needs to remain alive (inventory management, crafting, levelling up, etc...).
There are also a lot of games which need some sort of 'active pause', e.g. the gameplay needs to stop while the user can issue commands to units (traditional example: real-time combat with pause like in Baldurs-Gate-style RPGs).
Sometimes the underlying engine also doesn't properly separate gameplay logic from rendering, e.g. you can't skip one without also skipping the other (which is an engine design bug, but similar situations may also happen up in gameplay code).
Finally: pausing and the save-game-implementation is often an afterthought, but really should be implemented as the very first thing. It's quite easy to run into the trap that a frame also needs to advance time. If the game has the concept of a fixed-duration 'game logic tick' which is independent from the frame rate you're already halfway there though, but many games simply use a variable-length game tick which is identical with the frame duration.
I'll add that the notion of the "time scale" variable as mentioned in the article is something that's only solidified/codified since Unity and the like came about. And at the same time, the way Unity et al. works[0] doesn't really encourage thinking about what I'd call "main loop logic" in the bottom-up way that's required to build a really robust system for managing states. You can do it, of course, (you can write as much code as you want) but by default, everything in the scene is "active" and somewhat independent from everything else, and you don't have direct control over the various major systems.
[0] I guess I should say "worked" -- I mostly used 3.x and a little bit of early version 4 -- I'm sure it's improved but I wouldn't expect anything drastically different.
I haven’t tried this yet, but for a custom engine I would introduce a second delta time that is set to 0 in the paused state. Multiplying with the paused-dt „bakes in“ the pause without having to sprinkle ifs everywhere. Multiplying with the conventional dt makes the thing happen even when paused (debug camera, UI animations).
Also there's a need for different time domains - like imagine, in a paused state the menu animations still need to play, or if the player enters a conversation, the game logic needs to pasue (depending on designer intent etc.)
Do people actually do that? What's the plan for when the user sleeps their machine? All the events just inexplicably happen all at once when they wake it?
Inside the game loop, we would keep the global tick counter that incremented on every tick, and timeouts would be based on that rather than on UTC.
The tick counter was updated only when the game logic was actually running. Our approach to pausing was to not run the functions that handled frame updates or physics updates, and to only run the rendering functions.
Generally we would never care about actual world time other than for some timeouts like for network (as the time passes for everyone), or for easter eggs like changing the tree models for Christmas or so.
I don't think anyone serious would implement event timers based on real time.
In other domains, adding the delta time of your main loop to your timers can cause (logical) clock drifts in the long term because of resolution errors.
Live migration boils down to copy memory over the network, stream the page faults till you converge enough, and resume execution on the other host. It’s not a hard problem but a precise and tedious one.
Pausing a game might involve a lot of GPU contexts to freeze, network resources to pause, storage streams to pause, input handling, sound, etc. Add to that physics engine that may be tied deeply in the system and you end up with a hard problem.
What a VM does is not the role of the hypervisor, thus it can apply its hammer that works in pretty much all cases, and VMs are pretty much all the same. On the other hand, all games are bespoke with custom plugins and custom integrations, which make them the opposite of "generic pause implementation".
Many game systems need to remain active in paused state (the UI needs to remain working for example, and actions in the UI may also manipulate game state (inventory, crafting, levelling up...). There are also plenty of games with 'active-pause' where the user can issue commands to units while in paused state.