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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."

2 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. What the author forgets... by KDan · · Score: 5, Insightful

    is that different people like the game to be paced differently. I have friends who like to play Starcraft on infinite resource maps where clicking speed is a major factor in who wins the battle. Others like to take their time. Different people not only have different abilities in terms of what pace they can keep up with, but also different preferences.

    Pacing may be an issue, sure - but it's not an issue that can be fixed in any way, because whatever you do, you'll still only hit just right one small portion of the gaming audience.

    Daniel

    --
    Carpe Diem