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Level Design Workshop
Section Three: Pacing
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Matthew Scott
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Independent Game Designer
DoSillyStuff.com
Worked
on these
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Pacing goes by many names: flow,
rhythm, tempo, groove, etc.
“It was a roller coaster ride.”
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What is Pacing?
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What is Pacing?
Pacing describes the relationship between an
activity, the intensity of that activity, and the
duration of the activity.
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Pacing can be a tool used for keeping the
player interested in your game.
It can be used to convey certain emotions to
players, and also helps control impact of
events to the player.
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How can we use Pacing in Game
Design?
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How can we use pacing in game
development?
Useful to visualize pacing in graph form.
Activity in relation to time.
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Pacing for the scope of this talk
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PACING & MOTIVATION
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Pacing and Player Motivation
To entice players to continue playing, they need
certain incentives. These can be items, story
elements, shiny stuff, some little nugget to keep
them going.
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Pacing and Player Motivation
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Pacing and Player Motivation
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Measuring Pacing
WHERE TO BEGIN:
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Where do we start?
Breaking down pacing into its component pieces.
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In animation, shots and story moments are broken
down into smaller units called "beats". These beats
are useful in timing out important story or character
development points.
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Breaking down the problem
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Should the beats happen too frequently, viewers
can get overwhelmed and lose track of whats going
on. Too infrequently and they get bored.
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Breaking down the problem
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You can draw in the viewers by changing the type
and frequency of these beats.
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Breaking down the problem
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Breaking down the problem
In games we can use this methodology to design
interesting gameplay experiences. For us, these
beats can range from things as simple as a small
health boost to something as big as a boss fight.
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LOOKING AT IT DIFFERENTLY:
Where else is pacing used?
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Pacing in music.
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Another way of approaching the problem
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The Jaws theme is a great example of the
power of pacing.
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Another way of approaching the problem
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It is conceptually simple, a pattern of notes that
repeats.
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Another way of approaching the problem
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What makes piece so powerful is the way
that pattern repeats. The increased tempo,
added flourishes, these all add to increase
tension in the listener.
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Another way of approaching the problem
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Another way of approaching the problem
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UNCHARTED TERRITORY: Unique projects have unique needs
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When working with a team, it can be difficult to communicate clearly to each other.
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The importance of developing a
shared vocabulary:
image: http://eozredavni.deviantart.com/art/Multi-Language-Thank-You-293192293
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To unify the group's vision, develop a shared language for elements of your level/game.
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The importance of developing a
shared vocabulary:
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During HL2's development, the team had a way of
talking about pacing where they were able to
generalize the entire game into a few basic
components: Combat, Puzzle, Exploration,
Choreography, and Vista.
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The importance of developing a
shared vocabulary:
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Developing this shared vocabulary meant they
were able to describe fairly abstract gameplay
scenarios in very concrete ways.
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The importance of developing a
shared vocabulary:
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The importance of developing a
shared vocabulary:
This has become common practice at Valve and
has allowed us to have more grounded
discussions on how to design and iterate our
levels as well discuss the game at large.
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CASE STUDY: Half-Life 2 Pacing Elements
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Defining HL2's pacing elements.
Here are the elements the Half Life 2 team used
to describe their game:
Combat
Puzzle
Exploration
Choreography
Vista
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Defining HL2's pacing elements.
Combat - describes any time a player is engaged
in a fight.
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Defining HL2's pacing elements.
Exploration - a term for the player traversing the
environment, not actively engaged in solving a
puzzle and not in combat.
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Defining HL2's pacing elements.
Puzzle - player is faced with a challenge they must overcome before they can progress.
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Defining HL2's pacing elements.
Puzzles are a great way to introduce new gameplay mechanics because they allow the player to learn in a pressure-free environment.
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Defining HL2's pacing elements.
In Half-Life 2, the teeter-totter teaches players to think of physics as a game mechanic, not just a visual flourish.
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Defining HL2's pacing elements.
Choreo - short for choreography. These
encompass animated scenes ranging from the
interactive scenes in Eli's lab to completely
animated scenes like Dog v Strider. We mainly
use Choreo for story exposition.
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Choreo
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Defining HL2's pacing elements.
Vista - a Vista is an area of visual interest to the
player. We expect players to stop and check this
area out.
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Defining HL2's pacing elements.
I really like these generalizations because you can
simplify almost any game using these elements.
Its all about thinking of these elements in context.
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ANATOMY OF A LEVEL: HL2: Episode 2
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HL2: Ep2: White Forest Inn
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Anatomy of a level- HL2: Ep2: White Forest Inn
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When planning a new level, one of the
first questions we try to answer is:
Where does this fit in relation to the
previous and prior maps?
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Anatomy of a level- HL2: Ep2: White Forest Inn
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The White Forest Inn map serves to
give the player a break from driving.
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Anatomy of a level- HL2: Ep2: White Forest Inn
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We could have solved "driving-fatigue" by
shortening the trip to the White Forest base, but
that would have reduced the anticipation and
importance of the dangerous journey to the
Base.
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Anatomy of a level- HL2: Ep2: White Forest Inn
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Pacing your level is a balancing act.
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Anatomy of a level- HL2: Ep2: White Forest Inn
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If a combat section is too long it can
become stagnant and boring.
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Anatomy of a level- HL2: Ep2: White Forest Inn
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We observed new players going through our
content every week and began to see patterns as
to what keeps the player engaged and motivated to
progress through the game.
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Anatomy of a level- HL2: Ep2: White Forest Inn
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Since we had so much data we were able to tightly
iterate on the game's pacing.
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Anatomy of a level- HL2: Ep2: White Forest Inn
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To analyze levels that you think “work”, break
them down into smaller pieces. Try to find the
unique components and identify why and when
they are used.
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Level Deconstruction
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In this example we will analyze this level's pacing
by breaking down the level into the individual
elements I mentioned earlier.
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Level Deconstruction
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Anatomy of a level: HL2: Ep2: White Forest Inn
Now let’s look at it a different way, breaking
the level into its individual elements on a timeline
representing % of level makeup or % of time spent
in level.
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Anatomy of a level: HL2: Ep2: White Forest Inn
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Anatomy of a level: HL2: Ep2: White Forest Inn
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Anatomy of a level: HL2: Ep2: White Forest Inn
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Anatomy of a level: HL2: Ep2: White Forest Inn
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TRANSITIONING BETWEEN ELEMENTS
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Transitioning between elements
Combat
Choreo/cinematic
Exploration
Puzzles
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Transitioning between elements
Combat is one of the most intense in regards to
player engagement.
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Transitioning between elements
Choreographed scenes/cinematics - depending
on their placement, they're a good bridge between
other types.
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Transitioning between elements
Exploration - usually more less intense than
combat scenarios
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Transitioning between elements
Puzzles - mentally taxing.
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TUNING THE PACE OF YOUR LEVEL:
Moment-to-Moment
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Using Item placement as "beats"
Items can be used as "beats" in your
level.
Item importance can be influenced by
pacing.
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Rayman Runner – Using items to lead the player
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Control Pacing with Time
Adding time as a gameplay element and giving players a limited amount of it is a great way to increase tension.
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CS: GO - Diffuse the Bomb!
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TROUBLESHOOTING
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Battling player fatigue
Combat sequences
Introduce a new method of fighting: new
enemy type, new weapon type, traps,
remove weapons, change enemy
composition, change AI behavior, interrupt
the fight with a beat of a different type (
puzzle, choreo, vista, etc)
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Exploration
Introduce small combat segment! (hl2
would use manhacks, spy cameras, etc.)
Introduce a new method of traversing
through previously traversed levels (
dishonored, shadow complex )
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Battling player fatigue
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Puzzle
Give the player a break, transition to another element.
Introduce time pressure ( stop the bomb!)
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Battling player fatigue
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Combat - use sparingly. Introducing combat is adding another layer of complexity for the player. Sometimes it becomes too frustrating, and the player quits.
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Battling player fatigue
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Choreo & Combat - this is a powerful combination due to the players expectations to let their guard down during choreo/cutscenes.
Break up your story points and place in shorter sequences.
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Battling player fatigue
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PLAYTESTING!
Verify your assumptions
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During Episode 2's development, every week we
brought in a random volunteer from outside the
company to play the game while we observed.
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A note on playtesting:
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A note on playtesting:
Observing a playtest is a very direct way to collect
data on payer engagement within each part of your
level. We'd observe player behavior, take notes,
and interview the player afterward.
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A note on playtesting:
Playtesting isn't just a useful for finding bugs, it is
critical to tuning the pacing of your game.
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A note on playtesting: When self-testing, play as a new player.
We tend to naturally get bored and either screw
around or shift our attention to other things.
Record play sessions!
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CASE STUDY:
Left 4 Dead
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Pacing Left 4 Dead
Since the Left 4 Dead franchise is largely devoid
of puzzles, choreo, and it’s designed to be
infinitely re-playable, trying to pace the game
became a challenge.
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The elements Left 4 Dead succeeds
at are Exploration and Combat.
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Pacing Left 4 Dead
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LEFT 4 DICTIONARY: Developing a shared
vocabulary
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In the early days of Left 4 Dead 2, a group of us
played the original L4D, logging our "awesome"
or "fun" moments during playtests.
We made notes of both the level's geometry and
the Director's behavior.
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Develop a common vocabulary
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The Left 4 Dictionary
Through our notes, we saw patterns of fun
environmental segments and Director behaviors.
We developed terms like Zombie Rain, Funnel-In,
Finales, Crescendo Event, Death Closet.
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The Left 4 Dictionary
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We would find interesting combinations and use
a sentence like "Wide Open Top to Funnel-In to
Single-File with Open Top" to describe something
as conceptually simple as a parking lot leading to
an alley that is between tall buildings.
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The Left 4 Dictionary
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The Left 4 Dictionary
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Additional Level Terminology "The Flow" - main route from starting safe room to
the exit.
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Capillaries - side paths off the main flow.
Useful for item placement
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Additional Level Terminology
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Crescendo Event - high intensity combat
challenge.
Highest impact event in level.
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Additional Level Terminology
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Finale - highest intensity combat challenge in the
entire campaign.
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Additional Level Terminology
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LEFT 4 DEAD:
Pacing for Replayability
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Replayability - why should we design
games to be replayable?
“Static" games vs ”Dynamic" games.
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Pacing Left 4 Dead
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What should we change per play
session?
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Pacing Left 4 Dead
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Enemy spawning - variable positions,
variable types
Item spawning - fixed positions, variable
type
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What did we change?
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Map layout
Basic campaign events like crescendo
events and finales
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What we didn't change
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LEFT 4 DEAD:
The Director
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The Director
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Dynamically influences the pace of
the game by analyzing and
responding to player behavior
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The Director
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Micromanages enemy and item
spawning to tailor this specific play
experience for this specific group of
players.
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The Director
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The Director has been personified by
players.
A main "character" in the franchise.
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Impact of The Director
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IN CONCLUSION:
Pacing
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Pacing can influence players
motivation and engagement.
Fine tune with pacing with gameplay
elements like weapons, upgrades, UI,
AI, the sky is the limit.
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Pacing in Game Design