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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 5 of 6 Next
 

Case Study: Call of Duty 4 "All Ghillied Up"

As an example of how pace could be controlled in a game I examined a video of one of the best levels in one of my favorite games. The level is really a master class in forced pacing -- I suspect that most people's playthrough times are very similar -- certainly for earlier parts of the level.

(Click here to watch.)

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This study examines a small 10 minute section of the beginning of the level, showing how the threat, tension, movement impetus and tempo change quickly over the course of the scenario. The level uses the very clever tactic of a scripted AI buddy to literally drive the pace at every moment during the gameplay. It isn't generally possible to do this in most level designs, but it is a very efficient method of controlling the pace.

Throughout the whole of this 10 minute section the tempo is never extremely high, as there is little in the way of fast paced action until much later in the level, but the pace was maintained constantly by having either threat, tension or movement impetus high at every point.

There are constantly repeating gameplay elements throughout (as there always tends to be in FPS games) -- movement to a point, then waiting before eliminating a threat, returning to movement once complete (which could quite easily be described as Tremolo -- rapid alternation between two mechanics).

0:18 -- Arrival

Threat: Low

Tension: Medium

Movement Impetus: High

Tempo: Average

  • Obstacle up ahead -- "too much radiation we'll have to go around"
  • Tells you to follow him -- he is now leading you through the first part of the level, we have forced pacing -- he moves pretty quickly, but gives us information as we move.

0:40 -- First Contact

Threat: Medium

Tension: High

Movement Impetus: Low

Tempo: Low

  • He stops and the movement impetus slows for a moment, however the pace is still high as there is tension -- they make visual contact with the enemy.
  • They now creep slowly ahead; whilst there is forced pacing the movement impetus is low. The perceived threat is high however, so it feels high paced and tense.
  • Option is then offered to take out one of the two guards when not looking. This slows the pace right down as the player observes and formulates a plan.

1:29 -- Move Up

Threat: Low

Tension: Medium

Movement Impetus: High

Tempo: Average

  • The target is eliminated; suddenly the obstacle has been cleared. The AI buddy now instructs the player to move, the movement impetus picks up again.

1:40 -- Go Around

Threat: High

Tension: Medium

Movement Impetus: Medium

Tempo: Low

  • The player is told to "hold up". Suddenly our movement impetus has stopped. Again the tension rises as the perceived danger increases.
  • Movement impetus is started again as he instructs them to go around to use more cover, but we have seen the enemy so our perceived threat is now really high.

1:53 -- Four Tangos

Threat: High

Tension: Medium

Movement Impetus: Low

Tempo: Low

  • A real threat is presented to the player -- four enemies inside a building in extremely close proximity. The perceived danger is very high, but your AI buddy instructs you not to engage.
  • Whilst you are engaged in this dilemma another guard approaches outside. You are offered the choice to take him out or let him pass -- again the pace slows as the player takes time to make the decision.

2:15 -- Go

Threat: Low

Tension: Low

Movement Impetus: High

Tempo: Average

  • Once the threat has been removed then the pace picks up again as the movement impetus is raised yet again by the AI buddy.
  • This pace is quite staccato however, as he stops by a set of cover for a moment before continuing.

2:35 -- Guard in the Tower

Threat: High

Tension: High

Movement Impetus: Low

Tempo: Average

  • Again they stop as the AI buddy spots the enemy in the tower and a patrol closing in. This is effectively a timed challenge -- forcing a change of pace and heightening the perceived threat. However the player is forced to make a plan and may take a while to reach a decision.
  • Once the guard in the tower is taken out again the pace slows as they have the option to take out the patrolling guard or let him pass.
 
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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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