Tension (Perceived Danger)
Tension occurs from
the belief in an unknown danger and can be difficult to achieve, but the result
of achieving it can be incredibly immersive. Tension works particularly well in
creating the right pace for a horror game.
In order to create
tension the right atmosphere must be created. A world has to be crafted that
the player can invest in, believe in and ultimately become immersed in. Audio
can help a great deal in building tension. Music in particular can create
tension by playing to well known triggers that people have learnt from years of
films and TV shows.
In truth, whilst
tension is created from fear of the unknown, the threat must be known in some
way. Take the game Alien Vs Predator,
which I feel has possibly the most tense introduction level of any game I have
played.
Throughout the level your motion sensor blips and flashes as threats
apparently come near you. However, this sequence heavily relies on the player's
knowledge of the films to know that the flashing blips on the radar could
potentially be the deadly aliens.
To achieve tension
when you don't have the luxury of a well-known license to rely on, then you
need to show the potential consequence of the threat, or the threat itself in
some form. Dead Space does a very good
job of building up tension without the player immediately knowing what the
threat is. As soon as they board the Ishimura it is plainly obvious that
something is seriously wrong.
Tension can also be
achieved through a known threat in stealth games. Instead of a fear of the unknown,
the tension comes from the fear of being discovered. Games such as Metal Gear Solid and Splinter Cell utilize this fear well by
forcing the player to engage in tense scenarios with enemies in close
proximity.
Tempo
Tempo describes the
level of intensity of action -- how much concentration is required by the
player to achieve their goal. Low tempo gameplay tends to be that which
requires serious thought and contemplation -- generally puzzles. High tempo
gameplay is generally gameplay that requires fast reactions and split-second
decisions. High tempo action often induces stress or panic and often at its
highest level might be termed "frantic".
There is always a
sure-fire method of creating high tempo no matter what the situation -- by
imposing a time limit -- or what could be called "Forced Pacing".
Tempo in Movement
Tempo when moving
around the environment is determined by the mechanics of the game and the
environment itself.
Explorative movement
tends to be low tempo, as the player has time to look around and determine
their own route.
More acrobatic
environment traversal can often be higher tempo. It really achieves high tempo
when there is a great sense of flow in the design. A great example of such flow
is the Prince of Persia: Sands of Time
-- the mechanics and level design merged to create patterns of flow that had
high tempo.
Tempo in Puzzles
Puzzles by their very
nature tend to be low tempo -- the only real way to create a high tempo puzzle
is to add a time pressure. This tends to make them the ideal method of reducing
the pace of gameplay as a counterpoint to high paced action like combat.
Tempo in Combat
Combat is usually high
tempo as it will require split-second decision making and requires high levels
of reaction. The tempo itself may change dramatically over the course of a
battle.
General Skirmishes
A general battle
against a group of enemies in a game tends to follow a bell-curve pattern. The
tempo of the battle builds to a certain tempo before it hits a turning point,
where the more the player removes the incoming threat, the easier it becomes to
take out the remaining threats.
For example, a Left 4 Dead horde encounter follows this
pattern -- the initial build up of enemies increased fairly rapidly up to a
maximum number and a frantic tempo, before the player manages to destroy enough
to turn the tide of the battle. At this point the lesser numbers make it easier
to kill the remaining zombies and the tempo drops off.
Boss Fights
Boss fights tend to
have much more of a crescendo feel -- they are generally eased into the first
part of the fight, but as they start to chip away at its health it begins to
attack with more and more ferocity, until the final phase where it is
particularly dangerous. Of course once it is defeated the threat has been
completely eliminated the tempo drops to pretty much nothing.
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One point I took from this article that really makes me think, is using the language of formal music to describe level design - not that musical analogies work in all examples, but that music has a language to describe these things, but gaming does not. With (video)gaming being only a few decades old, this is understandable, and does not need a forced correction, but it will be very interesting to see how the language of game design evolves in the future years. For now, however, I think musical terms make a great analogy.
Many of your Threat analysis moments just take the moment into consideration, but what if the player is playing on very easy just to see the story? Then all threat moments of low+ are actually very low. All the tension moments of low+ are actually very low. Movement impetus is always very high.
Now if the player is playing on very hard then any moment, doesn't matter what is happening threat is very high and tension is very high. The only time in that situation when threat and tension are not very high is right after they see a "checkpoint reached", but 1 minute later they have something to lose and their movement impetus is in danger, and thereby the entire pacing of the game is in danger. If a player dies and in a battle and is set back to a checkpoint the movement impetus actually goes in reverse.
So I think difficulty and resurrection methods also have a very large part to do with pacing. If your game is designed for pacing I think it would be in your best interest to not include any difficulty sliders at all. It would also be good to come up with a resurrection mechanic that won't impede the movement impetus by too much.
Everyone that plays your game isn't going to be the same skill level anyway so I think even with the same difficulty for everyone, not everyone will have the same pace. This is a hard solution to fix for an interactive media type, pacing that is, because of the vastly different skill levels that will be playing your game. So I think the answer is in pacing by mechanics that aren't governed by player skill at all. Keep in mind that perceived threat is part of player skill, if they are good at the game or if it is on easy nothing you can do visually or with sound is going to give them the perception of threat. Also keep in mind pacing mechanics like items laying around could very well be ignored entirely by someone that is good or playing on easy because they don't feel they need them at that point.
Planer line drawings of the flow can help people get a sense of what to expect and strive towards. Dotting the spline with symbols representing experiences described by a simple legend can further aid you in taking your musical score from your noggin to the team.
Maybe it just helps to visualize your levels like an Opera piece. If you can internalize the level in your head and especially in your inner ear, then I believe you start from a much more solid and palatable footing.
Cheers, for writing this. I especially like that you took the extra time to create the breakdown of the CoD level. Watching the video and reading your notes side by side was very helpful in picking out the importance of things that may have seemed purposeless without this exercise.
One point of disagreement though:
"Introduce a threat from behind -- as long as the threat is significant it will cause the player to want to move away from it."
Well, in my experience players always first move _towards_ a threat, even a significant threat, unless it's an obviously unbeatable environmental one on the order of rising lava.
And you haven't mentioned the most significant way to guide a player through a level: leaving a trail of enemies for them to kill (of course, this doesn't necessarily apply, some games with progression through levels don't _have_ enemies I suppose, but it's common enough to be worth mentioning).
I like to think that levels are pieces of music, and the game (the whole single player campaign) is an album or an opera. It's not just the level that should have a carefully crafted pace, but playing through all the levels should create a good sense of rhythm and integrity. It's not just a matter of creating different levels; each subsequent level should have something to do with the previous one, giving something to the player that ticks him to keep playing the game. If the levels are not crafted together, the player loses interest if the levels are repeating themselves, or gets confused, and consequentally bored, if the levels are totally different from one another.