[QUOTE="Allicrombie"][QUOTE="LoG-Sacrament"]its a valid critique and it means different things for different games. the god of war series is paced well because santa monica didnt try to extend playtime by throwing in every scenario they could muster. they cut out everything but their best so there werent any down levels. compare that to mass effect games where bioware segments units of playtime. there are the missions with lots of action, but those are tempered by chats with squadmates and resource gathering. its a design with the intent that the player could do a mission in a sitting or do more but have the other activities as palette cleansers so they dont get burned out on the action. Pikminmaniac
thats true. pacing also has a lot to do with story, as in any other storytelling medium (books, films, etc). In any good story, you have to intersperse action with downtime. If you have nonstop action, your reader or audience will get tired of it, you need slower scenes as well, character development stuff, exposition, backstory, etc.but doesn't that only work if the downtime and action is experienced together in one sitting? I think the fact that games are designed to be played in many sittings suggests that the downtime is you switching games or stopping for a break. Slower segments in an action game are a bad idea especially when they tend to mean dead gameplay.
Wow. How short are your sessions? 2 minutes? Even battles in shooters lasting 10 minutes have highs and lows to them. Some of it is dictated by the programming, some of it controlled by the player. It could come in the form of well-placed cover where the cover is a slower part until you decide to move another cover point or shoot all the enemies from where you are. It could come in the form of providing a few seconds between waves of enemeis, or trigger points the open up monster closets. Pulling back to a longer time frame, it becomes more evident. Between battles are areas where the player travels either in a vehicle or along a corridor. This is your downtime until you hit a kill box where a battle takes place.
Pick any shooter campaign, Left 4 Dead, Battlefield, Halo, Killzone, Gears of War. There's pacing there.
Even in platformers, there are easy enemies dispersed between more difficult enemies or environmental puzzles.
Action games, racing games... there's pacing in nearly all games where the designer intends it.
I think you're just having a problem getting your head wrapped around the sense of scale that pacing can exist in. Differences in pacing can occur in a span of a minute.
Being able to create a natural sense of pacing without the player really noticing is where good game design comes in.
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