Structure of Pacing
Whilst knowing the
fundamentals of pacing is important, it is the way these fundamentals interact
with each other -- how they are structured -- that is truly important.
The key to creating a
well paced level is to provide moments of action interjected with calm - peaks
& troughs as they are often called. Keeping at a trough for too long can
become tedious and lack excitement -- remaining at a peak for too long can desensitize
a player to the action, to the point where it becomes repetitive and boring.
I heard a fantastic
analogy from a designer recently -- that pacing a level is much like composing
a piece of music -- he liked to structure it as verse followed by chorus,
followed by verse, etc.
I thought this was a
really good way of looking at it, as music has much the same job to accomplish --
create an emotional response in a manner that changes over the course of time -
the only difference is the level of interaction.
In a way playing a level is
more like being a musician interpreting a piece of music.
So are there elements
of music theory that could be applied to level pacing?
The main elements of a
piece of music are:
- Rhythm -- in music rhythm is the timing of
particular notes. In gameplay this could translate as the timing of events
that determines game pace.
- Melody -- describes notes in a successive series
to create phrases of sound. This could be comparable to a sequence of
events in a level to create phrases of gameplay -- something that might be
termed Flow in game design.
- Harmony
-- is the combination of
notes of different pitches to create pleasing sounds, something that can
easily be equated to combinations of game mechanics within a sequence to
create a pleasing play experience. Some mechanics will gel well together
and some will not -- much like musical notes.
- Form
-- the structure of a
piece of music. Potentially this could be applied to the organization of gameplay
events to form particular patterns.
- Timbre
-- the quality of the
note. This is generally related to the type of instrument that creates it.
This could be applied as the different types of mechanics used to produce
the desired gameplay.
- Dynamics
-- refers to the volume
or sound of a note. This could
translate to game design as the specifics of a particular piece of
gameplay, such as the numbers of enemies used in a combat sequence or the
height and length of jumps in a platforming sequence.
- Texture
-- describes the amount
that is going on in a piece of music at any one time. In gameplay this can
simply translate as how many different things are happening at any one
time.
Rhythm
The main element of
rhythm that applies to level pacing has really already been covered -- tempo --
the feel of intensity that the player experiences from moment to moment, how
fast they feel the pace of action to be.
Tempo can be altered
during the course of a piece of music in a number of ways. There are specific
terms used in music to address changes in tempo:
- Accelerando
-- gradually increasing
(accelerating) the tempo. This is very applicable to level pacing as it is
often the case that the average tempo of the level increases towards the
end.
- Calando
- going slower than
previously. This would decrease intensity of gameplay over the preceding
section.
- Precipitando -- going faster than previously. This
would increase intensity of gameplay over the preceding section.
- Ritardando
-- gradually decreasing
the tempo. This may not apply across a whole level, which generally will
increase in tempo, but might occur after particularly fraught sections --
rather than simply drop the pace completely it may bring it down
gradually.
- Ritenuto
-- slightly slower than
the previous tempo, holding back. This might be used in level pace to
punctuate a battle with a smaller skirmish before returning to a larger
battle thereafter.
- Stretto
-- temporarily speeding
up. This would be a change to bring up the intensity of the gameplay or
raise the challenge for a short time.
These changes may be
sudden or happen gradually. In level pace these tempo changes are likely to
occur very frequently -- much more frequently than they would in a piece of
music.
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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.