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Examining Game Pace: How Single-Player Levels Tick
 
 
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Features
  Examining Game Pace: How Single-Player Levels Tick
by Mark Davies
10 comments
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May 12, 2009 Article Start Previous Page 4 of 6 Next
 

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:

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  • 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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Comments

Tom Newman
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Good study! I was glad to see CoD4 used as an example, as this is is probably the most refined single player experience for the genre.
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.

Aaron Casillas
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"certainly some more scientific studies of heart rate" not only your heart but a study of numbers and pleasure. I've found in my own personal experience that there is a direct correlation between the speed a player is running at and the perception of space. Thus data to divide up a space, encounters and landmarks et al...tied to pleasure/stimulus expectations...and not forget the division between positive and negative gameplay space. Last but not least of many notes, is the sound of no combat at all! The music of violence has a tempo and a space!

Steven Conway
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Thanks for an interesting read Mark; Csikszentmihalyi's theory of Flow may be of interest to you.


Jeromie Walters
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I have to say I think the correlations to musical concepts were a bit of a stretch, but overall this is a very well-written article on level pacing and I learned a lot from it. Thank you for your insights!

Blake Nicholas
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Here's another thing you have to keep in mind, difficulty of the actual game and checkpoints.

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.

Carl Trett
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The musical analogy is one that I try to use in every level I make. I draw flow diagrams before I start anything else. Basically a beat chart that is the backbone of my musical piece/level. I then fill all the valleys, troughs and mountain peaks with little musical bits that I feel capture the flow and carry the movement from the previous experience to the next. I guess I try to 'visualize' the levels as a sound-scape of experience more akin to a song than a story. It can be difficult to convey these notions in drawings but simple wave patterns seem to work when describing to teammates what structure the pacing will take.
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.

Soeren Lund
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Excellent study and article. The analogy to music provided me with an extra insight into how a perceived pace could be explained to others. Thanks.

Brandon Davis
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Great article! Small segue on music and gaming. Music bears the same significance to gaming, as it did/does to silent movies. Pacing in silent movies is also very much like pacing in video games. Levels in 'the silents' is not as obvious as it is in gaming, but it's still very much an embedded dramatic function.

Chris Proctor
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This article is really useful overall, I'll definitely be referring to it later.

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).

Theo Tanaka
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Very good article, congratulations for your study. I really enjoyed watching the gameplay video and reading your notes (at the same time remembering what a great level is "All Ghillied Up").

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.


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