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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 6 of 6
 

3:12 -- On the move again

Threat: Low

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Tension: Low

Movement Impetus: High

Tempo: Average

  • Once the obstacle is removed they are again on the move in a staccato fashion.
  • Some items near the car slow the player for a moment as he takes a second to decide if he wants to take the items or not.
  • They speed up and again slow as they enter the building.
  • They move pretty quickly through the building, and the "coast is clear" command increases the movement impetus out into the field beyond.

3:45 -- Helicopter

Threat: High

Tension: High

Movement Impetus: Very Low

Tempo: Low

  • The movement impetus from the previous section is suddenly halted as they reach the gate, as an enemy helicopter passes overhead.
  • The perceived threat is however severely raised by this event.

4:06 -- Let's Go

Threat: Low

Tension: Low

Movement Impetus: High

Tempo: Average

  • Again they are on the move once the threat has disappeared.
  • This is now a fairly long section of high movement impetus in comparison to what has been seen previously. It nicely relieves the tension for a moment. However, it turns out to be the calm before the storm.

4:24 -- Enemy Patrol

Threat: Very High

Tension: Very High

Movement Impetus: Very Low

Tempo: Low

  • This tension is suddenly ramped up massively as a large patrolling group of enemies with vehicles heads directly towards them -- emphasized by the dramatic change in music.
  • Perceived danger is extremely high as it appears to be certain death if they are spotted.
  • Movement impetus is slowed and eventually reduced to virtually nil, as the player formulates their strategy to try and evade the incoming patrol.
  • The enemy proximity makes for extremely tense gameplay as they edge ever closer to your position.
  • As they move past the tension starts to subside as you realize that they haven't spotted you. The movement impetus to get away from the enemy threat rises dramatically.

6:05 -- Move Slow

Threat: Medium

Tension: Medium

Movement Impetus: Medium

Tempo: Low

  • Even though the patrol has passed the movement impetus is kept low as the AI Buddy instructs the player to move slowly.
  • There is still a large perceived danger of being spotted.
  • Tension starts to fade as you hear the sounds of the patrol moving away behind you.

6:55 -- The Lake

Threat: Medium

Tension: Medium

Movement Impetus: Medium

Tempo: Low

  • Again movement impetus is raised as they are now out of visual range. The AI Buddy picks up the tempo as they move onwards, but this is a very short distance before they reach another obstacle.
  • They sneak around to another point before stopping. Here the pace is slowed as he offers the player a choice to either take them out or sneak past them.
  • The player takes time to decide. If they take the shot the pace is again forced as the AI buddy instructs the player to wait until he gets into position before they take out the next targets.
  • Once it is time for the player to take their shot there is again a good period of time in which to make their decision.

8:33 -- Onwards

Threat: Low

Tension: Low

Movement Impetus: High

Tempo: Average

  • They are on the move again -- having had some pretty slow moving sections this fast movement lasts a little while to give a nice sense of relief.

8:55 -- Stay Back

Threat: Medium

Tension: Medium

Movement Impetus: Medium

Tempo: Average

  • Yet again however movement impetus is halted as they move up right behind an enemy in very close proximity. The tension is raised dramatically.
  • The pace is forced as the AI buddy declares that he will take out the enemy -- the player will generally wait and watch.
  • After a very short section of forward movement he again stops the player instructing them to wait as he moves forwards.
  • The tension is increased as he informs the player of a patrol coming their way. They hear the patrol approaching slowly before he is taken out by the AI Buddy.

Conclusion

Pace is talked about a lot in regard to game design, but it is still poorly defined -- searching the internet for relevant topics brings up virtually nothing.

As we develop as an industry we need more critical analysis of our work. Whilst we can easily develop our own terminology and draw our own conclusions, it is worth examining other fields of cultural analysis and apply them to our field.

Perhaps we could even adapt musical notation to some form of written system to define the pacing of a game?

I believe there is plenty more that can be discovered about pacing in games -- certainly some more scientific studies of heart rate, etc whilst playing games might unearth some real revelations about what makes the pace in games so emotionally involving and also what simply does not work.

References

http://en.wikipedia.org/wiki/Music_theory

 
Article Start Previous Page 6 of 6
 
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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