Introduction"Pacing" is a word bandied around a lot when talking about level design, but it is actually a very complex concept to pin down. Just how does the pace affect the player's perception of the level and what is it that sets a well paced level apart from a poorly paced one?
The FundamentalsWith these questions ringing in my ears I was determined to try and delve a little deeper into just what constitutes level pacing, but I found very little literature on the subject. Instead I decided to focus my efforts on breaking down the core elements of what determines pace itself.
In doing so I identified several key aspects of game pace:
- Movement Impetus -- the will of the player to move through the level.
- Threat -- the notion of danger.
- Tension -- the atmosphere and mood of the level or perceived danger which is reflected in the player.
- Tempo -- the level of actual action currently being experienced by the player.
Movement ImpetusMovement impetus is the will or desire of a player to move forwards through a level. There are several ways in which the player can be pushed into moving or stalled from pushing forwards in order to affect the movement impetus and thus the pace of the action.
There are many elements that increase impetus to move:
- Introduce a threat from behind -- as long as the threat is significant it will cause the player to want to move away from it.
- Present an objective ahead -- dangling the carrot is one of the most effective methods of encouraging movement. A clearly defined goal is vital in creating this urge to follow it.
- Impose a time limit -- quite obviously the restriction of a time limit will encourage the player to not hang around. Too many imposed time limits can be extremely frustrating however.
- Narrow physical options -- limiting the space in which to travel -- i.e. long corridors as opposed to open spaces, limits the amount of choice available to the player and in turn increases the speed at which they tend to move.
- Draw the eye -- items of interest will pull the player towards them. Judicious use of these will help to pull the player through parts of the level. Bear in mind that once they reach the item of interest they are likely to pause at that point.
- Architectural pressure -- specific forms of architecture promote movement. Walls that angle down, long corridors, junctions, etc all have psychological impact upon the player.
- Snatch desired object -- taking away a desired object will often trigger the player into chasing after it.
- NPC leads the way -- having a third party lead the player though the level will nearly always directly affect the movement impetus.
Continual movement keeps the tempo high, but it is undesirable in many ways. Often players want time to take stock, catch their breath, formulate a plan or even just soak up the atmosphere -- it provides a break from constant travel. Also in production terms continual travel often requires much more real estate in which to move -- this is both a production risk and possibly a technical issue.
Conversely there are also many elements that decrease impetus to move:
- Wow moments -- stunning scenery, dramatic actions, impressive vistas or other elements that halt the player for a while.
- Obstacle -- something blocking the progress ahead will decrease movement impetus and force the player to find a way around or a way to clear the blockage.
- Altered movement -- a different movement method may require more thought, such as scaling walls via handholds.
- Introducing a threat ahead -- a group of enemies ahead, a flaming pit or any other potential threat will slow the player whilst they plan to deal with it, then execute said plan.
- Increased tension -- when tension is particularly high (usually through a high perceived threat and good atmosphere) then the player will often be fearful of moving quickly. Dead Space is a classic example of this -- many players tend to move slowly to ready themselves for sudden attacks.
- Multiple Routes / Open World -- choice requires thought and thought slows movement impetus. Multiple routes and open world games offer a plethora of choice. Perhaps the ultimate example of slowed impetus is the moment when a player exits the sewer in Oblivion and sees the huge expanse of the world before them. It takes a moment or two just to take it all in.
- NPC halts player -- just as an NPC can lead the player, they can also halt the player or slow them down.
- Taking stock of inventory (collecting items) -- whenever a player encounters an item they are likely to slow down to investigate. Complex inventory systems will also require management that will slow movement impetus. Further still -- having collectible items in the first place will encourage exploration.
- Dialog / Roleplay -- moments of dialog with NPCs or getting into the character will generally require more involvement from the player, and will thus slow movement impetus.
- Story exposition -- generally the exposition of story will require the player's attention and will thus slow movement impetus.
Constantly slowing movement impetus can also be dangerous, as it can prevent the player having a feeling of progression. A balance needs to be struck in providing a sense of movement and accomplishment and allowing the player time to themselves to explore, soak in the atmosphere or to take stock of their situation.
Threat (Actual Danger)The pace of the game can also be increased by the sense of peril that is experience by the player. The more threat the player believes they are under, the quicker their pulse, the more nervous and often more panicked them are.
Threat can come in many forms -- each form having a different feel of pacing. For example combat tends to be more frantic and higher paced than traversing an environment, even though the end result -- death -- could potentially occur in either situation.
Generally the level of threat felt by the player is determined by whether the threat is being caused by an external force -- an enemy, an encroaching hazard, etc, or whether is a danger that will result from the player's own mistake. Threats from external forces tend to have a much higher level of pace than those that will result from a player's mistake, as they have time to gather their thoughts and create a plan when they have control.
Proximity of a threat also has a huge influence on the feel of the threat. An enemy at a distance is not nearly as threatening as one very close by. This is something that stealth based games can really use to their advantage (and is something that can also build a great sense of tension).
Adding a time limit to a task automatically increases the level of actual danger, as the control the player has over the game world has been reduced -- there are now limits placed upon them which can induce a level of panic.
TempoTempo describes the level of intensity of action -- how much concentration is required by the player to achieve their goal. Low tempo gameplay tends to be that which requires serious thought and contemplation -- generally puzzles. High tempo gameplay is generally gameplay that requires fast reactions and split-second decisions. High tempo action often induces stress or panic and often at its highest level might be termed "frantic".
There is always a sure-fire method of creating high tempo no matter what the situation -- by imposing a time limit -- or what could be called "Forced Pacing".
Tempo in Movement Tempo when moving around the environment is determined by the mechanics of the game and the environment itself.
Explorative movement tends to be low tempo, as the player has time to look around and determine their own route.
More acrobatic environment traversal can often be higher tempo. It really achieves high tempo when there is a great sense of flow in the design. A great example of such flow is the
Prince of Persia: Sands of Time -- the mechanics and level design merged to create patterns of flow that had high tempo.
Tempo in Puzzles Puzzles by their very nature tend to be low tempo -- the only real way to create a high tempo puzzle is to add a time pressure. This tends to make them the ideal method of reducing the pace of gameplay as a counterpoint to high paced action like combat.
Tempo in Combat Combat is usually high tempo as it will require split-second decision making and requires high levels of reaction. The tempo itself may change dramatically over the course of a battle.
General Skirmishes A general battle against a group of enemies in a game tends to follow a bell-curve pattern. The tempo of the battle builds to a certain tempo before it hits a turning point, where the more the player removes the incoming threat, the easier it becomes to take out the remaining threats.
For example, a
Left 4 Dead horde encounter follows this pattern -- the initial build up of enemies increased fairly rapidly up to a maximum number and a frantic tempo, before the player manages to destroy enough to turn the tide of the battle. At this point the lesser numbers make it easier to kill the remaining zombies and the tempo drops off.
Boss Fights Boss fights tend to have much more of a crescendo feel -- they are generally eased into the first part of the fight, but as they start to chip away at its health it begins to attack with more and more ferocity, until the final phase where it is particularly dangerous. Of course once it is defeated the threat has been completely eliminated the tempo drops to pretty much nothing.
RhythmThe main element of rhythm that applies to level pacing has really already been covered -- tempo -- the feel of intensity that the player experiences from moment to moment, how fast they feel the pace of action to be.
Tempo can be altered during the course of a piece of music in a number of ways. There are specific terms used in music to address changes in tempo:
- Accelerando -- gradually increasing (accelerating) the tempo. This is very applicable to level pacing as it is often the case that the average tempo of the level increases towards the end.
- Calando - going slower than previously. This would decrease intensity of gameplay over the preceding section.
- Precipitando -- going faster than previously. This would increase intensity of gameplay over the preceding section.
- Ritardando -- gradually decreasing the tempo. This may not apply across a whole level, which generally will increase in tempo, but might occur after particularly fraught sections -- rather than simply drop the pace completely it may bring it down gradually.
- Ritenuto -- slightly slower than the previous tempo, holding back. This might be used in level pace to punctuate a battle with a smaller skirmish before returning to a larger battle thereafter.
- Stretto -- temporarily speeding up. This would be a change to bring up the intensity of the gameplay or raise the challenge for a short time.
These changes may be sudden or happen gradually. In level pace these tempo changes are likely to occur very frequently -- much more frequently than they would in a piece of music.