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