Flow (Melody)
Melody in
reference to music describes the pattern of notes. We can apply this to level
pacing as the pattern of game mechanics that make up a sequence -- more suited
to the term flow.
There are
several terms used to describe aspects of melody in music that could be applied:
- Monotone -- the
repeated use of a single element.
- Ostinato -- a
repeated phrase or game mechanic (separate to monotone in that it is
punctuated with others).
- Ornaments -- elements that are used to embellish the principle element --
i.e. smaller game mechanics in a sequence that focuses on one particular
mechanic as its main theme.
- Tremolo -- rapid alternation between mechanics.
Harmony
Harmony is the
combination of notes to create a pleasing sound -- a chord for example. In
terms of game pacing this might be interpreted as mechanics used in unison to
create pleasing gameplay. Certain types of gameplay tend to fuse well, others
are so different that they are discordant -- they don't work well together and
feel wrong.
Form
The form or structure
of a piece of music describes the manner in which it is assembled -- breaking
it down into constituent parts.
The most common musical
structure is the Strophic form -- verse, chorus, verse. This could quite easily
apply to pacing: choruses tend to be louder, more impactful sections between
quieter and more relaxed verses. This is very similar to the peaks and troughs
ethos of many games' level pacing.
There are however
other structures used in music that might also be applicable. Rondo (to return)
plays a different melody each verse, but returns to one main theme each time. Other
structures are very much like mini narratives, such as Fugue or Invention,
which tend to have exposition, then development and then finished with
recapitulation. Variation has a main theme that is played slightly differently
each time.
There are certainly
some elements of musical structure that might well translate well to the feel
of level pacing in a game.
Timbre
Translating timbre to
game pacing is really describing the quality of the gameplay as its constituent
game mechanics -- it defines exactly what is required of the player.
An examination of
timbre is to break down the individual game elements and see exactly how well
each one is performing. Polishing even the smallest mechanic can have a drastic
impact on the feel of the whole sequence.
Dynamics
Dynamics pertains to
the specifics of the mechanics themselves -- how many enemies in a fight, how
aggressive the A.I. is, how many shots are fired, how much damage is caused, etc.
There are a couple of
terms applied to music that can also be applied to pacing:
- Legato -- long and
smooth flowing.
- Staccato - short and detached.
Texture
Texture can be used to
describe the complexity of what is happening at a given point. A rich texture
may be a sequence of gameplay that has many different things happening all at
once. However, gameplay with too much complexity can become disordered and
unreadable. Sometimes a simple texture can be more pleasing.
There are several
musical terms that can be applied:
- Monophony - single notes at a time, or in the case
of gameplay, single mechanics used one at a time.
- Homophonic -- using harmonies, such as chords on a
single melody. This would be the use of mechanics that work well together
in defined patterns.
- Polyphonic
-- multiple melodies
playing at the same time. This would be extremely complex scenarios in
terms of gameplay, where different gameplay elements are occurring in
their own patterns. This would be fairly rare without being a complete
mess.
- Heterophonic
-- the same melody is
being played with slight variations at the same time. This is more likely
to be workable than a polyphonic scenario, as it would be more readable in
terms of what is going on.
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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.