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Level Design Workshop Section Three: Pacing

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Page 1: Level Design Workshop Section Three: Pacingtwvideo01.ubm-us.net/o1/vault/gdcchina14/... · previous and prior maps? 39 Anatomy of a level- HL2: Ep2: White Forest Inn. The White Forest

Level Design Workshop

Section Three: Pacing

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Matthew Scott

3

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.”

3

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.

3

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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.

3

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.

3

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4

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.

6

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Pacing and Player Motivation

6

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Pacing and Player Motivation

6

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Measuring Pacing

WHERE TO BEGIN:

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Where do we start?

Breaking down pacing into its component pieces.

10

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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.

11

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.

12

Breaking down the problem

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You can draw in the viewers by changing the type

and frequency of these beats.

13

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.

14

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14

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LOOKING AT IT DIFFERENTLY:

Where else is pacing used?

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Pacing in music.

15

Another way of approaching the problem

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The Jaws theme is a great example of the

power of pacing.

17

Another way of approaching the problem

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It is conceptually simple, a pattern of notes that

repeats.

18

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.

19

Another way of approaching the problem

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19

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.

25

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.

25

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.

26

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.

27

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.

28

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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

29

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Defining HL2's pacing elements.

Combat - describes any time a player is engaged

in a fight.

30

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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.

31

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Defining HL2's pacing elements.

Puzzle - player is faced with a challenge they must overcome before they can progress.

32

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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.

32

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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.

32

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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.

34

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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.

36

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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.

55

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ANATOMY OF A LEVEL: HL2: Episode 2

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HL2: Ep2: White Forest Inn

38

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?

39

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.

40

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.

41

Anatomy of a level- HL2: Ep2: White Forest Inn

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Pacing your level is a balancing act.

42

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.

43

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.

44

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.

45

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.

46

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.

47

Level Deconstruction

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47

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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.

50

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Anatomy of a level: HL2: Ep2: White Forest Inn

51

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51

Anatomy of a level: HL2: Ep2: White Forest Inn

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51

Anatomy of a level: HL2: Ep2: White Forest Inn

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51

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.

82

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Transitioning between elements

Choreographed scenes/cinematics - depending

on their placement, they're a good bridge between

other types.

83

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Transitioning between elements

Exploration - usually more less intense than

combat scenarios

84

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Transitioning between elements

Puzzles - mentally taxing.

85

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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.

80

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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.

80

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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)

86

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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 )

87

Battling player fatigue

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Puzzle

Give the player a break, transition to another element.

Introduce time pressure ( stop the bomb!)

88

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.

88

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.

88

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.

76

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.

77

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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.

78

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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

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QUESTIONS?

Contact:

[email protected]

@ELMattScott