Gamasutra:
Examining game pace - How single-player levels tick
Other reference:
hourences.com
worldofleveldesign.com
(http://www.guardian.co.uk/technology/gamesblog/2012/nov/21/journey-emotional-game-design)
Importance of Pacing and Tempo
FUNDAMENTALS
- Movement impetus
- Threat
- Tension
- Tempo
STRUCTURES OF PACING
- Rhythm
- Melody
- Harmony
- Form
- Timbre
- Dynamics
- Texture
Funamentals -
Movement impetus
- The will of the player to move through the level.
Increasing impetus
1) Introduce threat from behind
2) Present an objective ahead
3) Impose a time limit
4) Narrow physical options
5) Draw the eye with focal points
6) Architectural Pressure
7) Snatch desired objects
8) NPCs lead the way
Impetus needs to ebb and flow in order for players to enjoy the game.
Decreasing impetus
1) Wow moments
2) Obstacles
3) Alter player's movement
4) Introducing a threat ahead or increased tension
5) Multiple routes/Open world
6) NPCs halt player or Dialog/RP
7) Taking stock - collecting items
8) Story Exposition
Too many of the decreasing impetus is dangerous and stops player from feeling progression
Threat
- The notion of danger
Environmental:
1) Large drops - S
2) Dangerous traps - S
3) Destructive landscape -L
Combat:
Can be used to speed up or slow
-Blockage will halt player
-Being persued will speed player up
Proximity:
Enemy at a distance will make player think of next move
A suprise attack will force player to act quickly.
Tension
- Atmosphere and mood of the level/percieved danger
Belief of unknown danger and atmosphere - difficult to achieve but worth it.
Player knows they are in danger but does not know what it is
This can be achiebed through hints and environment.
Atmosphere
Tension requires atmosphere to be well executed
Audio and Striking visual effects
Known
Fear of the known can create a huge amount of tension in stealth
Anticipation of being caught will increase tension.
Tempo
- Level of action being experienced by player.
Tempo is defined by people's concentration
high tempo is high-reaction, induces panic - frantic
Low tempo is thoughtful, calming.
Movement:
determined by mechanics
Explorative movement is low tempo as the player is thinking
Acrobatic environment traversal can be high tempo
Sense of flow = high tempo
Puzzles:
Naturally low in tempo
Only way to make a high tempo puzzle is to add a time limit.
Combat:
High tempo naturally as it requires a split second decision
Tempo can change dramatically.
General Skirmishes
Is a rise, then a slow curve downwards
Boss battles
Gradual build.
Structures of Pacing
- Rhythm
timing of notes - timing of events.
Tempo -
Accelerando - increasing gradually
Calando - going slower - decreasing tempo
Precipitando - faster than previously
Ritardando - gradual decrease
Ritenuto - slightly slower
Stretto - temporarily speeding up
- Melody
phrases of sound - flow in game design
Pacing -
Monotone - repeated use of single element
Ostinato - repeated phrase or mechanic
Ornaments - used to embelish original mechanic
Tremolo - rapid alternation between mechanics
- Harmony
combination of notes - good mechanics together
Mechanics in unison
certain types work well together, other types are dischordant.
- Form
Structure - organisation of events
Pacing
choruses are louder
verses are softer
Rondo - returns to same verse...different melody after
- Timbre
quality of note - types of mechanics to produce gameplay
Defines exactly what is required of the player
- Dynamics
volume of note - spesifics of a gameplay, number of enemies, height of playform
How many enemies in a fight
How aggressive
how much damage
Legato - long smooth and flowing
Staccato - short and detatched.
- Texture
describes amount in music - how many different things are happening.
Monophony - Single notes at a time - single mechanics
homophonic - using harmonies - 2 in harmony
Polyphonic - extreamly complex
Heterophonic - same melody with slight variations.
No comments:
Post a Comment