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Game Pacing Pitfalls Discussed

Thanks to GameSpot for their editorial discussing the problems in pacing a videogame correctly, as the author theorizes: "It's almost always the same sorts of things that make us get sick of them in a hurry", and goes on to pinpoint game facets that affect pacing adversely. He suggests: "Loading times are quite possibly the single worst thing about today's games", and also points out "...providing the player with easy access to often-used features" as a pacing-killer, referencing Vagrant Story's "unwieldy menu system." Finally, he argues that "the ideal game should never require pausing or fast-forwarding", mentioning that Star Wars: KOTOR had "...combat [that] was paced seemingly just right so that I'd be able to react to what was happening as it happened, not in between desperately toggling the pause button."

3 of 41 comments (clear)

  1. Unskippable Cutsequences by jdonnis · · Score: 4, Funny

    How about cutsequences you cannot escape.

    It is easy to say a game has 40+ hours of gameplay when they KNOW that you have to watch all cutsequences at least twice and you cannot skip them.

    Latest example: The Jedi Academy demo - why some developers don't get that they will face eternal damnation for a thing like this is beyond me.

  2. No pausing? by AtariAmarok · · Score: 2, Funny

    ""the ideal game should never require pausing or fast-forwarding","

    You mean the game is so addictive that you never pause play until you are through? How long before the Sony "PotStation" toilet-equiped recliner is sold as a popular game accessory.

    --
    Don't blame Durga. I voted for Centauri.
    1. Re:No pausing? by johndoejersey · · Score: 2, Funny

      potstation

      Now officially a stoners choice of console!