Pacing: Difference between revisions
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Pacing is to do with the player's sense of "continuing action" throughout the game | Pacing is to do with the player's sense of "continuing action" throughout the game. | ||
[[Puzzles]] are often used to control the pacing of IF games, | Some definitions of pacing: | ||
"The player's sense of passing events -- actions, decisions, plot points, puzzles ... -- the sense that ''things are happening'' or that ''something is going on''" | |||
<br>- [[Lodestone]] | |||
"The rate at which the player encounters new game elements, | |||
as compared to the rate of his (logical) actions -- where a logical action may consist of several actual commands" | |||
<br>- [[Andrew Plotkin]] | |||
[[Puzzles]] are often used to control the pacing of IF games, | |||
mainly because they require thoughful decisions from the player. | |||
[[Andrew Plotkin]] writes in | |||
[http://groups.google.com/group/rec.arts.int-fiction/browse_frm/thread/a76ccc8e2c3ef3bd this] RAIF thread, "Anything the player has to stop and think | |||
about doing is effective pacing." | |||
Players have reported a difference between having to stop and think about a puzzle (in which case the game feels "suspended" and the pacing is unharmed) and feeling "stumped" by a puzzle, which can make the pacing grind to a halt. | |||
(See | |||
[http://groups.google.com/group/rec.arts.int-fiction/browse_thread/thread/3ee496d5e49437b5 this] | [http://groups.google.com/group/rec.arts.int-fiction/browse_thread/thread/3ee496d5e49437b5 this] | ||
RAIF discussion thread). | RAIF discussion thread). | ||
{{stub| | {{stub|Pacing techniques; refine definition?}} | ||
==Links== | ==Links== | ||
* | * [http://groups.google.com/group/rec.arts.int-fiction/browse_frm/thread/3d50f83354eb1010 Pacing of plot] thread on the rec.arts.int-fiction newsgroup. | ||
* [http://dfisher.serverspeople.net/ifgems/gems_6.html#6.2 Pacing] in the ''IF Gems'' review quotes collection (also available from the [http://mirror.ifarchive.org/if-archive/programming/general-discussion/IFGems.zip IF Archive]). | * [http://dfisher.serverspeople.net/ifgems/gems_6.html#6.2 Pacing] in the ''IF Gems'' review quotes collection (also available from the [http://mirror.ifarchive.org/if-archive/programming/general-discussion/IFGems.zip IF Archive]). | ||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 01:04, 11 August 2007
Pacing is to do with the player's sense of "continuing action" throughout the game.
Some definitions of pacing:
"The player's sense of passing events -- actions, decisions, plot points, puzzles ... -- the sense that things are happening or that something is going on"
- Lodestone
"The rate at which the player encounters new game elements,
as compared to the rate of his (logical) actions -- where a logical action may consist of several actual commands"
- Andrew Plotkin
Puzzles are often used to control the pacing of IF games, mainly because they require thoughful decisions from the player. Andrew Plotkin writes in this RAIF thread, "Anything the player has to stop and think about doing is effective pacing."
Players have reported a difference between having to stop and think about a puzzle (in which case the game feels "suspended" and the pacing is unharmed) and feeling "stumped" by a puzzle, which can make the pacing grind to a halt. (See this RAIF discussion thread).
TODO: Pacing techniques; refine definition?
Links
- Pacing of plot thread on the rec.arts.int-fiction newsgroup.
- Pacing in the IF Gems review quotes collection (also available from the IF Archive).