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The Gamer's Quarter - Issue #6 - TextFiles.com

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mentioned above, pacing can make a<br />

short game feel longer than it is and<br />

vice versa.)<br />

Now, open-ended “sandbox” games<br />

like Grand <strong>The</strong>ft Auto and Oblivion are a<br />

bit of a different beast, but only at face<br />

value. What they do is simply offer the<br />

player the choice to create their own<br />

pacing. <strong>The</strong>se games offer up a host<br />

of things to do in their worlds, but it<br />

mostly just boils down to two options:<br />

Do I feel like advancing the story right<br />

now or do I feel like exploring the world?<br />

In these games, there is still a clear<br />

divide between the story aspect and<br />

the gameplay aspect, despite how well<br />

integrated the two may be. At the end<br />

of the day you’re making the choice to<br />

either advance in the game or just<br />

screw around.<br />

Portable games, like those on cell<br />

phones and the DS, are perfectly paced<br />

because they are designed for on-the-go<br />

playing. Short, punchy, and to the point<br />

is the definition of perfect videogame<br />

pacing. Yet this does not necessarily<br />

exclude longer games from the pacing<br />

club. <strong>The</strong> Half-Life games are around<br />

twenty hours in length and feature the<br />

best examples of pacing in a videogame<br />

that we as gamers have probably<br />

encountered in all our years of playing.<br />

It manages to marry its story to its<br />

gameplay <strong>com</strong>pletely and in a way that is<br />

transparent to the player. It isn’t broken<br />

up by cutscenes but truncated by various<br />

scripted events. In between fighting off<br />

Combine soldiers and solving physicsbased<br />

puzzles, we encounter various<br />

characters that explain the happenings in<br />

the story and gently prod us along to our<br />

next destination. <strong>The</strong> sense of progress<br />

manages to keep up with the scope of<br />

the game, and since there is only ever<br />

one true, yet not immediately apparent,<br />

“path” through each area, we never get<br />

lost or have a chance to get bored with<br />

what we’re doing. <strong>The</strong> player is never<br />

walking on foot for too long before they<br />

encounter an area that requires a vehicle,<br />

one provided up front and in the greater<br />

context of the story of course, to advance<br />

with what they’re doing. Despite all of<br />

this, the Half-Life games still manage to<br />

stay close to the point and tell the story<br />

they’re trying to tell while guiding us<br />

through each scenario and giving us new<br />

options with which to be engaged.<br />

Pacing is more and more important in<br />

this modern era of game design because<br />

we, people who have been playing games<br />

for years, are growing up and moving<br />

on with our lives and do not have eighty<br />

hours to spare towards a single game<br />

anymore. It’s largely the reason I’ve<br />

given up on the RPG genre, aside from<br />

a few specific titles. I simply don’t have<br />

the time to waste plodding through<br />

repetitive, careless game design and<br />

mediocre story points to get to the good<br />

stuff. I prefer games that only take up ten<br />

to twenty hours apiece, because if the<br />

pacing is all in place and the design is<br />

tight I have the incentive to go back and<br />

play through the experience the game<br />

provides me multiple times.<br />

<strong>The</strong> larger gaming <strong>com</strong>munity<br />

doesn’t immediately recognize the issue<br />

of pacing, but it should; for our sake<br />

and for the sake of the hard-working<br />

developers and designers that toil long<br />

hours to bring us the rich experiences of<br />

escapism we so crave.<br />

96 <strong>The</strong> Gamer’s <strong>Quarter</strong> <strong>Issue</strong> <strong>#6</strong><br />

A Brief Note on Pacing in Videogames<br />

97

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