I believe pacing is often the most overlooked and under discussed aspect of game design. Storyboarding and pacing are extremely important and a huge part of film. As games are much longer it should be just as important. Pacing is so essential it should be up there with gameplay, art, graphics & sound when attempting a critical analysis of a game.
Pacing can be pretty hard to quantify and explain. It is the general flow of a game. Some simple pacing examples
- The variety of gameplay, e.g. a high action combat sequence vs low slow exploration period.
- These high's and low's balance each other out for the optimal experience leaving the player satisfied, never bored.
- The timely introduction of new characters/items/plot points/gameplay elements.
- Every aspect of the game is delivered to the player at just the right time to keep the game interesting.
There was already a thread today about how RE4 has probably the best pacing in gaming. With this great quote from EmCeeGramr:
Okami is a game with bad pacing. Some of the worst pacing issues I have seen in a game. Even though I adore the game, seemingly more so than most other Kamiya fans. I can agree that the game's largest fault is it's absolute dogshit pacing. Too long and often times too repetitive, you fight the same 10-15 minute boss 4 times throughout the game. It was also the never ending game, there were honestly 3 or 4 occasions when I thought it was about to end and it didn't. It started out as a charming, whimsical adventure with a natural flowing story. It over stayed it's welcome and the story slowly developed into a nonsensical ineffective one which felt like it was artificially extended to make the game longer. A great game but one that may have been viewed much more highly with some tweaking and improvements in regards to pacing.
Similar games with bad pacing from the Zelda series, Wind Waker, Twilight Princess & Skyward Sword. I still consider each of these games as amazingly designed and would say that each one is better than Okami but they have their flaws. The later half of Wind Waker (Triforce Hunt) is terrible as is the small amount of dungeons, although this was mainly due to lack of development time. TP and SS have extreme slow introductions that last far too long, making replays a daunting prospect. Also TP does not contain enough exploration, sidequests or minigames outside the main game. SS also has lack of sidequests, minigameshas plus a small barren overworld and a lack of environments, three main environments plus a hub. It's strange as I believe Nintendo made the most perfectly paced adventure game with Ocarina of Time. It had the perfect mix of story, dungeons, combat, puzzles, minigames, exploration and secrets all laid out with a perfect flowing pace. Every aspect of the game delivered to the player at just the right time to keep the game interesting.
Pacing may be important but Gameplay is still king and as such trumps pacing. A game with great gameplay and bad pacing is worth playing but a game with bad gameplay and good pacing is not worth playing. A game with great gameplay and great pacing is likely an all time classic and a must play. I honestly believe there may be a golden ratio for pacing in game design. Games like RE4, OOT, MGS3 & Uncharted 2 should be studied and played by all designers to help construct the most perfectly paced game possible.