Gameplay Fundamentals Revisited, Part 2: Building a Pacing Structure
By Mike Lopez

[Former EA and THQ design director Mike Lopez continues his
analytical series by looking at pacing in games versus films and TV, explaining
how careful planning can produce a perfect intensity curve for games.
Continuing from his previous installment, Lopez sets out nine fundamental
points that will allow you to developing an Intensity & Pacing Plan for
your game -- a document that will help you craft a game with consistent,
entertaining pacing and reduce wasted work.]
Introduction
I am continually
surprised that many game developers in this day and age still utilize a very
old-school, haphazard on-the-fly method of level design. When questioned, they
argue they can produce a quality campaign with this technique.
The reality,
however, is that the cost of continually reworking levels and missions until a
user-appealing structure is realized is extremely prohibitive. Ultimately the
end results will always be a rougher progression that falls far short of a
riveting experience.
Because both film and TV have the luxury of significant
extra film footage, and the flexibility of editing, these linear mediums have
the advantage of relatively quick changes to pacing which is quite effective,
but these are luxuries that are not available to the interactive nature of games.
The only way to get there efficiently is to plan ahead.
I myself have
worked on and with many highly experienced and talented teams (Road Rash 3D, Bond, Scarface, Baja, etc.) in the past who, due to a
rushed or arbitrarily-ended pre-production, first generation engine/tools woes
and/or over-confidence thought their situation was different -- only to end up
throwing away almost all of the missions, levels and/or courses deep into
production. The level/mission production team then had to start over on a
massive body of work with only a fraction of production time remaining.
I only wish those
projects could have benefited from these freshly-solidified processes. These
talented teams have always regretted the time and cost of throwing away work,
and the level/mission production teams have all had to scramble to get the new
content built with often too little time left for adequate iteration and
tuning, making the quality suffer further.
Even world-class teams with vast
resources like the BioShock team (2K Boston/Australia) suffered through the cost
and pain of massive throwaway (in their case, I believe all of the missions were
entirely redone in the final nine months, and I suspect much of the level
layout and content was redone as well).
The cold, hard
lesson we must all see is that teams that over-confidently think they can avoid
those mistakes using old-school, on-the-fly level design methods are destined
to repeat the same highly costly content throwaway mistakes that much of the
industry has been making for at least the past 10 years.
For the top high-profile titles of today, that throwaway easily translates into millions of
development dollars wasted (enough to probably implement every design feature
from your wish list) and often results in large delays and costly ship windows
missed. It is time we all stop repeating the same unstructured level process
mistakes and learn to utilize pacing and intensity processes like the older,
more experienced, and more efficient entertainment industries (film and TV).
At a high level,
the entire pacing structure encompasses three major bodies of work:
- The Intensity &
Pacing Plan is a structured level plan with set intensity magnitude and
trend targets for the events in each level and over the entire campaign (Steps
1-7 below).
- The Initial Level Implementation is the first pass of
production for each level, where the level team will be using the Intensity & Pacing Plan as a
blueprint (Step 8).
- On-going Level Reviews and subsequent Level Iterations will
be conducted to better match the intensity, timing, and gameplay progression
targets (Step 9)
As these three
bodies will encompass the bulk of design production, they must be led by one of
the senior design leaders (ideally the creative director, lead designer, or lead
level designer) and also monitored and supported by all the key design leaders.
9 Steps To
Achieving A Mind-Blowing Pacing & Intensity Structure:
1. Brainstorming.
Assuming the team is not locked into a precise level sequence (e.g.
a movie recreation), get the entire development team together ideally for a
full day Pre-Production Kickoff off-site to brainstorm (note that with a
second day off-site, the team could further work on design/tech/art goals,
IP goals, production processes, and pipelines).
-
More people participating in the brainstorm means more ideas,
but it might make sense to break a large group into smaller sub-groups to
ensure more people have a voice in the process. These types of large scale
sessions also generate great creative and motivational buy-in within the team.
-
First, start the brainstorming with a session on specific
settings for the levels. Try to come up with two to three times as
many locations as you plan to implement. List, discuss, and record all the ideas
openly without qualification or judgment. Get everyone to list the
level locations in order of intensity and appeal.
Examples:
Mayan
Pyramid Complex, Cambodian Temple, Mesa Verde Cliff
Dwelling
-
Next, brainstorm a list of high-action events. These events
may be focused around the locations (say a Halo-style level hub with animated or unique geometry) or instead
around the universal themes of the IP (like a vehicle chase in a James Bond
game).
Shoot for five or
six events per level, so that you can later whittle those down to the best of
the best. If you cannot even come up with three events, chances are the
location may not be so interesting to build a level around. Separate out or
flag the location-agnostic action events that will work anywhere in order to
signify that their position could potentially be shifted to another level as
necessary. Get everyone to list the action event ideas in order of
intensity and appeal.
Event
Examples: Earthquake topples temple structure, cliff side collapses, dam breaks
and wave rushes through canyon, soldiers repel on lines busting through glass
wall to quickly outnumber the player, fuel depot explodes and causes cascading
explosions along pipeline, person or vehicle chase through tunnels, cascading
car explosions ending in fuel tanker explosion, outrun the lava flow, pillar
topples over, stone arch collapses, suspension bridge starts to unravel, barrel
explodes a hole in wall to reveal a squad of enemies, etc.
-
To round out the session, come up with a list of, say, five to seven generic events which utilize main
mechanics, which could easily be used with minor variations (i.e. combat with x
henchmen, vehicle chase in a different setting, or repurposed puzzles.) This
will be a short list of items that will be used to flesh out the rest of the
levels in between the key action events, and by definition these will not be as
exciting or unique as the key action events identified in the previous
brainstorming session.
2. Prioritization.
After the group brainstorming session, consult the team leads for
task/time guesstimates to each location and event. It may take the leads a
week or so to distill the major tasks, meet with key team personnel, and determine better estimates.
-
Evaluate your project schedule and resources with the team
leads, and estimate the number of levels and scripted action events (using
brainstorm examples) that can be safely constructed. Take the number of levels
possible, and then cut both lists down by 10-20% to ensure you are conservative
in your estimates and to reduce schedule risk.
Consider cutting these back even
more when also building a new engine and new tools with your game. The
conservative estimates also help emphasize a commitment to focusing on a
smaller set of content that can be built to a higher degree of polish and
quality.
-
Next, rank the level locations in terms of coolness and bang for
the buck. A setting that is 10% cooler but takes five times as long to build is
probably not a great trade-off, so this step ranks the relative value. Make
sure the number of levels is narrowed down to a conservatively manageable set
for the available resources and schedule, but keep the list of all locations
intact for the moment.
-
The team leads need to make a mutual commitment that the
order of priority may shift during production, but as the project progresses
levels can and will be cut from the bottom of the prioritized list up as the
project schedule and personnel needs determines. This risk is the reason why
coming up with a high-confidence level number estimate makes sense.
3. Story
Framework. Figure out the high-level story and campaign sequences
(separating out the cutscenes from gameplay) that will provide the best
experience. Skip the details and dialogue, and just do a high-level outline
of the plot points and how they pertain to each location, along with a high level
of mission objectives.
-
Note that action plot events will be of
relatively high intensity while dialogue or travel events will be of
relatively low intensity and that contrast is in fact desirable and useful.
- Boy Meets Girl
(dialogue)
- Boy Chases After
Girl (action)
-
The advantage of starting with high level plot events is
that it is easier to move some of them around to best fit within the Intensity & Pacing Plan and/or a
specific level location.
-
Next, take the key plot points from the story outline and
rate the perceived level of intensity on the same relative scale (dialogue heavy
plot events will fall in the low intensity category and will contrast quite
nicely with a scripted action event). List this plot-specific event table in
chronological order, but keep it separate from the generic event table.
4. Level &
Key Event Sequencing. Using the top bang-for-the-buck action event ideas,
have the core creative team do a different rating in terms of perceived
intensity (just vote on which concepts seem more intense and rate them on
a relative scale of say 1-10), then order the events into a table of
increasing intensity.
[Note that your relative scale may need to be wider
if you are planning a large number of levels, but this makes it harder
to manage. It is always a safer development practice to focus on a smaller
number of environments that can be polished to a higher level of quality.]
-
Next, add a column to the generic action table and mark which
level locations each event could potentially work with. In a new added column,
mark which level location(s) would work best for each action event.
-
In the generic action event table, add a location column and
assign at least three action intense events per location to roughly fit the three
ascending peaks in Figure 7. At the same time, whittle down the set of
locations to the number previously decided, basing the cuts on the levels which
do not work as well with the action event ideas and, to a lesser extent, on
which locations provide the lowest bang-for-the-buck appeal.
Once the locations
are set, you can hide the columns for Potential and Ideal Locations, or delete
them entirely (assuming you have a reference backup). Move the Location column
to the far left and group the rows with matching location entries in order of
ascending event intensity. Do a manual sort of the location groups to roughly demonstrate
increasing progression of the events within the level.

Fig. 7: Structured Level Content Dictates
Pacing (the mission starts between the first peak and trough)
-
In the generic action event table, rearrange the levels so
the intensity events increase from one to another to form the initial Intensity & Pacing Plan. Order the
levels so that the intensity of action events builds from level to level as in
the Table below (values in blue), with each high peak being the climactic
action event of each level. Some additional event swapping can and should occur
here, in order for the Intensity &
Pacing Plan to best fit the ideal targets shown in the graph.
The following
table is a fictional example of a first pass Intensity & Pacing Plan
with both ideal and projected intensity ratings for the action events. The
projected ratings are the perceived gut-feeling intensity values voted by the
group to the event concepts. Note that the example values used are fairly rough. The
anomalous trend outliers are marked in red
and purple. The latter values may be
acceptable under a more relaxed trend as per the next item.
-
Simpler Trend Options: A simpler and
perhaps only marginally less satisfying trend option is to focus only on the
intensity targets building from level to level (blue values) and building within
the level, but not to be so concerned with the magnitude after the first event
of each level as long as the values are increasing.
Under this model,
the purple
values would not need to be considered
anomalous, although large value deltas >20% could still be considered
questionable. An even more relaxed trend option would allow initial level
intensity values for the first action event to be equal to or greater than the
one before in which case there is a smaller amount of anomalies to consider
(but again, you trade off even more overall experience satisfaction to gain the
added structure simplicity and flexibility).
The best approach
is to start with the strictest trend criteria and ideals, using a steadily
increasing trend as in the table above and as graphed in Figure 8. Then,
if you are experiencing diminishing returns on iterations (multiple iterations
with only marginal improvement towards the target values noted during Step 9)
during mid production, decide if you wish to relax the criteria a bit to make
the targets easier to hit.

Figure 8: Intensity Curve Over 4
Levels (fixed pace increases)
5. Plot-Specific
Events & Intensity Lulls. Take the key plot points from the
story outline and rate the perceived level of intensity on the same relative
scale as the event ratings.
Dialogue-heavy plot events will fall in the low
intensity category, and will contrast quite nicely with a scripted action
event when placed just before or just after. List the plot-specific event
table in chronological order, but initially keep it separate from the
generic event table.
-
Identify potential low intensity peaks -- both generic event
and plot specific -- and slot them just before and just after the high
intensity peaks in an alternating trough, peak, trough... trough, peak, trough
rhythm.
-
Continue to chronologically layer in the main plot points
into the event table, ideally replacing and weeding out the least appealing
generic action events -- or even those that are projected to provide anomalous
intensity and fail to support your target trends. Ensure that all plot point
highs and lows have a place in this newly combined Intensity & Pacing Plan table.
-
Each key action event (generic and plot-specific) will need
to be sandwiched with an intensity lull before and after in order to provide
the essential contrast described earlier. For simplicity's sake, we will not
worry so much about the intensity values of the lulls. We will only set our
criteria to ensure that there is a pair of bookend lulls before and after every
key action event within each level.
-
Layout low intensity events as low-risk instances where the
player feels safe and relaxed (e.g. level navigation, an opening of view from a
tunnel or darkness, a reveal of scenic wonder, a low-risk puzzle, item
searches, or a feeling of accomplishment), and these can be used to fill in the
lull bookends around each key action event.
The order of these
relaxed layout events should be fairly interchangeable, and because they are
generic, they can and should be reused in varying ways. If there are not enough
low intensity lulls to sandwich every action event, then mark a generic
placeholder lull in that spot.
This will communicate to the level designers and/or
mission scripters that there needs to be a break in action, and a sequence of
low-risk/low tension calm or humor for some period around each key
action-intense event.
-
Typically once the plot points are set in the context of a
location, the story can be evolved further for the best fit. Take another pass
at the plot outline to resolve any anomalies and to make improvements and
stronger connections with the environment location where possible. This would
be a good point to lay out any mission objectives for that level since they
will inform the plot outline and vice versa.
6. Time Metrics. In a new column set some time metrics for each level so you know
roughly how far apart each action event should be in time.
-
Always set the target time length for levels to be either
all the same or all increasing (during production you can allow maybe 5%
variance but set the targets more strictly), as discussed in the earlier
progression article. A valuable trend opportunity that is commonly missed
is to leave the length of levels/missions haphazard and have them end up
randomly erratic.
-
Do not worry about spacing the low intensity troughs too
strictly by time/distance or about sequencing their magnitude as precisely as
the peaks; just make sure that you have low intensity events (troughs) or
placeholder lulls to bookend every major action event (peak) to provide
contrast to the action. Wherever possible, replace each placeholder lull with a
specific segment of low-risk travel, revealing scenic wonder, or similar
tension-reducing event that makes sense in the given level location.
-
The intervals between peaks within a level should all be the
same or increasingly closer in duration. If you are going for a more advanced
and complex increasing pace of peaks, (Figure 5) the first event interval
in each new level should be reset to that of the prior level, or perhaps just
slightly faster, to maintain enough range to make the changes noticeable.
Fig. 5: Relative Intensity Graph of a TV Drama Series (Amplitude
Increasing for Greatest Contrast)
-
If you are going for an increasing level length, then
you will likely have to add events after a few levels to keep the intensity
peak interval the same or only slightly increased. You might also start from
fewer main intensity events (say two or three for level 1 and up to five or six
for the final level).
-
To help visualize the pacing trends, it will be useful to add
time gridlines to the graph (say in 30-second increments) to clarify the peak
intervals and the ideal pace rhythms.
7. Top-Down Trend
Evaluation. Step back from the levels and view the distribution of
intensity from one level to the next over the entire campaign, both in the
Intensity & Pacing Plan
table and visually through the graph of the data.
-
Verify that you have increasing intensity trends from level
to level as in Figure 8. Also identify anomalous points that disrupt or
weaken those trends (say one event decreases, stays the same, or has a very
slight increase in intensity compared to the one before it -- see the example
table below).
-
Discuss ways to adjust/evolve the high level design of the
event in question so that it fits closer to the ideal intensity level (adding
or reducing action elements, geo, hazards, props or enemies to produce the
desired intensity rankings).
-
It is important to iterate the Intensity & Pacing Plan at this point so that you can further
improve the set intensity targets and trends that you will need to work
towards. Because the implementation ratings will differ from the projected
ratings, you need not make your projected ratings perfectly hit all the
projected intensity targets on paper. Just get as close as possible, and ensure
that the appropriate increasing trends are upheld as in the table below.
8. Initial Level
Construction. Now, the level designers or world builders should
proceed with the initial level construction, using the target
specifications and framework from the Intensity
& Pacing Plan finalized in the previous step.
-
The level builders and/or mission scripters now know where
the key level events should be placed and roughly how far in time they should
be spaced apart. Compensating for projected average player deaths and event
completion times, they can turn the time metrics into distance (assuming the
player avatar speed is locked down or close to final).
-
These key designers also know where in time to build in
relaxing lulls, dialogue-points, or scenic vistas to reduce the tension after the
resolution of a major intensity event.
Using the projected distances between
the action events, they can also determine where to place these lulls -- although
less precision is needed with placement of lulls than with the action events
(just make sure they are close to that event).
-
As they build out the level, they will fill the sections in
between each lull/action event/lull group and the next with the reusable portions
of gameplay in such a way that they help build the intensity up to the next big
action event (e.g. a sequence of battles with progressively more henchmen or
more challenge).
They must also be very careful during implementation to make
sure that the intensity of any reusable sub-events does not surpass that of the
next key action event so as to preserve the intensity target trends from the Intensity & Pacing Plan.
-
When working in an Agile Development environment, begin the
first pass with a small set of levels that are adjacent (say levels 1-4 if there
are enough personnel for four level teams). For the second stage, initiate the
initial implementation for a second set of levels (say 5-8) and do a full round
of iteration on the first set. In the third stage, initiate the initial
implementation for a third set of levels (9-12), and complete another round of
iteration on sets one and two (levels 1-8). Continue this method until all
levels are working with initial implementation of all the key events.
-
Note that if the project is more than two thirds of the way
into production without completing the initial implementation of all
levels/missions, then a full round of level/mission cuts should occur
immediately, and the Intensity &
Pacing Plan should be reworked. If cuts are necessary, then this signals
that the ongoing estimates from the leads have been inaccurate, and thus an even
more conservative level of cuts should be made at this point (ideally cut
30-50% more of the unimplemented levels than the schedule predicts there is
time to implement).
-
Level designers should also utilize the lessons of theme
park design and urban planning to affect pacing via the level layout. Those of
you who attended Brian Upton's excellent GDC
2007 lecture on Narrative Landscapes will have a great
perspective on this. Visual pace can be created to coincide or contrast with
the pacing of the action to add to the highs and further enhance the lows in
intensity. Geographic elements such as sight line reveals can and should be
used to help release tension after a high intensity event, just as
claustrophobic sections and mental edge barriers can help heighten tension
leading into a major action event.
9. Review &
Iterate. Throughout
level production, the creative leaders and team leads must review the
in-game levels and compare them to the Intensity & Pacing Plan targets and trends. They must then
schedule appropriate time for the levels to be iterated on in order to
adjust the events to come closer to the targets. These reviews are also
the best time support and ensure the accuracy of the Gameplay
Progression Plan.
-
Review the levels with those building them, and re-rate the
intensity of the in-game main action events (keeping the previous ratings out
of view so as not to bias the results).
-
Compare the event intensity ratings to the target
specifications from the Plan. Where an intensity rating is different from the
target value, adjust the on-paper design specifications, along with the level
designers responsible for mission construction. Consider: adding, building up,
removing, or minimizing elements such as enemies, hazards, explosions, or moving
geometry. The idea is to evolve the event to bring it closer the intensity and
timing targets from the Intensity &
Pacing Plan. The pacing trends also must be maintained.
-
The event ratings for an in-game level will also need to be
compared to the ratings for the other levels that fit around it in the
campaign. You will need to ensure that the first key action event of the level
is larger in intensity from the one in the level before it -- and that the last
action event of the level is larger in intensity from the level before (Figure
8 above).
-
Using the design specification changes, create and prioritize
a change list of tasks and communicate those to the producer, project manager,
and appropriate lead for each level.
-
Once deep into production (say 80-90%), then any functioning
Dynamic Difficulty system(s) can be leveraged to ratchet up the intensity further
for the highest action points and to lower it during the intensity lulls for
finer adjustment controls to the intensity of each event.
-
Allow the level designers enough scheduled time to complete
another full iteration to all the levels based on the change-list of tasks.
-
Repeat this review, adjustment, and iteration cycle
throughout production (at least every 4-6 weeks) and even into post-production
for final tuning. It is imperative that these reviews continue throughout production
so the team can track their progress towards their Intensity & Pacing Plan target trends and to avoid a costly and
time-intensive overhaul near the end of production that might otherwise likely
result in costly throw-away work.
-
Every three or four months, the levels should also be
reviewed by the whole design team and ideally even shown to the whole
development team in order to allow everyone to give feedback, and to ensure the
range of viewers and opinions is as wide as possible. This also helps gain
buy-in from the entire team and lets them feel as if everyone has contributed
to the creative process from brainstorming to Final.
Conclusion
Ultimately, the
value of building an up-front structure to the game campaign will always
produce a more satisfactory result in significantly less time, with less work
thrown away. Once a game team has completed a game using such a structure and
realized the quality outcome, there will be zero desire to return to the
on-the-fly archaic methods of the past.
With such a
structure in place, the quality of the experience will increase significantly. Yet there will still be an ample creative space in which the level
designers and/or world builders can operate.
This refutes a common fear among
the uninitiated who are resistant to such a process change. The structure
imposes high level events and timing only and leaves the bulk of the details up
to the level designers and/or mission scripters in both the design and
implementation stages.
It is also
imperative that all the level designers, world builders, and/or mission
scripters who are responsible for building gameplay be a part of the creative
team that lays out the Intensity & Pacing
Plan. They can then become completely familiar and invested in the process and
feel a vested interest in its success.
Ideally, these individuals should not be
assigned responsibility and ownership over specific missions/levels until after
that Plan has been completed. This will give everyone ample opportunity to
contribute to the Big Picture of how all the levels/missions best fit together
to satisfy the player. It will also limit any early resistance to on-paper changes
(the fastest and lowest cost changes that can be made with respect to
level/mission layout).
Once this structural
overview of all the levels is laid out (in other words, the Intensity & Pacing Plan is in place) the team can logically
move on to actual level design. They can start to work out the remaining medium-and low-level
details of the level. This portion is often best achieved with small
implementation teams that are entirely focused on the details of the execution.
With the key story,
mission, and environmental events in place ,a level designer/world builder/scripter
can start to flesh out the rest of the level to fill in the areas between the
key gameplay action and story plot events.
They can utilize reusable generic action
portions (e.g. varying groups of enemies or hazards) and/or by varying the level
layout using the theme park design and urban planning rules alluded to above
(in other words, those laid out in Brian Upton's excellent GDC
2007 lecture on Narrative Landscapes).
After the
structured Intensity & Pacing Plan
is in place and before actual level production begins, there is still ample room
for further pre-production planning for the level designers and/or world
builders.
Thoughout of the scope of this article, the best proven level
pre-production process I have come across is that described by Michael Stuart
Licht in his article, An
Architect's Perspective on Level Design Pre-Production, so I
would suggest adopting many of the elements he proposes (especially those on
spatial layout) and integrating them with the staggered events that we have
already planned out.
As an industry we
can only hope to deliver the knock-out intensity and incredible satisfaction of
one of the best seasons of Lost, Prison Break or 24 -- once design teams and leaders have fully
embraced well-structured level design and production processes in the same way Hollywood has for years.
The
pre-planning of a carefully structured Intensity
& Pacing Plan for all the environments/levels (both as individuals and
as a whole) and a follow-through of that process with the creation of a gameplay-focused
progression plan will always produce a much more engaging result.
Because processes ensure
that the pacing, intensity, and challenge progressively increase throughout the
campaign, the results are sure to be video game gold. There should be higher quality,
higher schedule predictability, less risk, and faster level production. In the
end, these benefits will also translate into significantly greater efficiency,
through less brutal throwaway of expensive and man-power intensive level
production content.
So why does
building an up-front Intensity &
Pacing Plan make level production faster, cheaper and more predictable?
Because it is always exponentially cheaper to iterate level/mission planning on
paper than in the tools and editors. In addition, by going through the process
of building this plan, you have created a target that you can aim for, like a
beacon in the distance that vastly narrows and hones the creative focus of the
team.
With a target to
aim for, you are more likely to end up with an extremely satisfying experience,
which otherwise only rarely happens after many rounds of time-intensive and
expensive rework in the on-the-fly level design methods of the past.
If the
creative team and leads build and embrace these structured planning, review and
iteration design processes, the magic is sure to come. The end results will
speak for themselves in terms of reviews, fan appeal, and sales.
It is time for
teams to stop resisting level process evolution and adopt the more efficient
and higher-quality pacing methods of Hollywood. It is up to our
creative leaders and team leads whether they want to improve their likelihood
for quality and success.
But also, it is up to all the members of the team to
encourage and support such moves -- to facilitate these successful structured
creative processes and to allow them to flourish in an industry where they have
been strangely absent for too long.
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