Game Pacing Pitfalls Discussed 41
Thanks to GameSpot for their editorial discussing the problems in pacing a videogame correctly, as the author theorizes: "It's almost always the same sorts of things that make us get sick of them in a hurry", and goes on to pinpoint game facets that affect pacing adversely. He suggests: "Loading times are quite possibly the single worst thing about today's games", and also points out "...providing the player with easy access to often-used features" as a pacing-killer, referencing Vagrant Story's "unwieldy menu system." Finally, he argues that "the ideal game should never require pausing or fast-forwarding", mentioning that Star Wars: KOTOR had "...combat [that] was paced seemingly just right so that I'd be able to react to what was happening as it happened, not in between desperately toggling the pause button."
Unskippable Cutsequences (Score:4, Funny)
It is easy to say a game has 40+ hours of gameplay when they KNOW that you have to watch all cutsequences at least twice and you cannot skip them.
Latest example: The Jedi Academy demo - why some developers don't get that they will face eternal damnation for a thing like this is beyond me.
Re:Unskippable Cutsequences (Score:2)
I downloaded the demo to play the damn damn, not watch it!
Re:Unskippable Cutsequences (Score:2)
--Dan
Re:Unskippable Cutsequences (Score:2)
JA moves faster in combat, and has some tough opponents in it. Three cultists with lightsabers can be awfully entertaining.
The fa
No pausing? (Score:3, Funny)
You mean the game is so addictive that you never pause play until you are through? How long before the Sony "PotStation" toilet-equiped recliner is sold as a popular game accessory.
Re:No pausing? (Score:2)
Reminds me of a coffee table of a friend of mine from college.
You mean you don't have the Nintendo GameCatheter? It works with PlayStation and XBox too, you just need an adaptor.
Re:No pausing? (Score:2, Funny)
Now officially a stoners choice of console!
Re:No pausing? (Score:1)
And about loading times (Score:3, Informative)
Is this a result of everything using DVD or similar media? You do not have to go very far back in the generations of videogames to find fast-loading games: look at the N-64. It used cartridges.
Re:And about loading times (Score:2)
Re:And about loading times (Score:1)
But still annoying--die in Mario Sunshine, and it takes 30 seconds of loading, stage-select, and re-loading to continue
*sigh* Gamecube is plauged with what I like to call "crappy engineering."
Re:And about loading times (Score:1)
Nintendo develops their games to try and hide the loading times as much as possible. They're still there, if you look well - the lifts in Metroid Prime, for example. But they for the most part are not that bad.
It's a lot better than sitting and staring at "Loading..." like so many games have, because they couldn't be bothered to find ways to reduce them or blend them in.
Or perhaps the long load times on the other consoles cause you to fall asleep so you don't notice the wait, but the Gamecube
Re:And about loading times (Score:1)
Then they really, really messed up on a few.
When entering a stage in SM. Sunshine, Soulcalibur 2 (probably not Nintendo's fault), or even Pikmin, there is a noticable load-time.
It's only annoying when you're moving back and forth from the same stage for some odd reason--like you do whenever you die on SM.Sunshine oustide of the "secret" levels.
Re:And about loading times (Score:1)
I played a bit of Pikmin, and don't remember having an issue with load times there, but then again, I didn't play a whole it.
And SM Sunshine, well, no idea about that one.
Re:And about loading times (Score:1)
Re:And about loading times (Score:2)
Faster seeks would obviously be true for smaller discs, though I would think most well-programmed games would avoid too much seek time.
Re:And about loading times (Score:2, Insightful)
I expect when I play games on a gaming console to not have to wait, it is a ded
Re:And about loading times (Score:2)
GROOOOOOOOOOONK! Grink-gronk! Grink-gronk! Grink-gronk! GROOOOOONK! Grink-gronk!
Re:And about loading times (Score:1)
It's about the media (Score:2)
Re:It's about the media (Score:2)
And cartidges may help things, but not always - I remember the Conker N64 game had some slight loading delays here and there (like when it first booted up).
What the author forgets... (Score:5, Insightful)
Pacing may be an issue, sure - but it's not an issue that can be fixed in any way, because whatever you do, you'll still only hit just right one small portion of the gaming audience.
Daniel
Re:What the author forgets... (Score:3, Informative)
I think you can, in fact, fix pacing; it just takes a bit more effort to make varying game speeds. (For example, FF6 allowed you to vary the pace of the battles.) That, and the abil
Re:What the author forgets... (Score:1, Insightful)
First law of interface design (Score:2)
I'm not sure I've ever seen it emphasized by the comp.human-factors [google.com] crew, though.
It applies to every sort of design including webpages, so you'd expect the design process to start with the task of listing the main functions in order of expected frequency...
Loading, please wait! (Score:2)
The most recent example I can think of is Crash Bandicoot: Wrath of Cortex vs. Jax and Daxter: The Precursor Legacy on the Playstation2. CB is essentially unplayable, with loading times >30 seconds for each different area you go into -- something which happens fairly frequently. The loading screen is even abysmal, with lame "stars" falling upward and one of the characters in the middle, plus big letters lett
Maybe User Controlled Pacing is a better option (Score:1)
Much like all other entertainment media, gaming is a subjective art.
All that said, I'd love some of the convenience features that came built in with Disgaea in every game. The New Game+ mode, the dialogue skipping, and the ability to return to old levels on
Vagrant Story was great ... (Score:1)
The item forging system forced you to repeatedly save and load inventories from treasure chests in the forge shops in order to process the huge amounts of loot you'd acquire.
Basic VS protocol was to carry 3 main weapons at all times, each developing strengths against 2 classes of enemy creatures. It was not convenient to swap weapons via the menu system to play to their strengths and maximize their advancement every time you fought a different kind of enemy.
Fixi
Re:Vagrant Story was great ... (Score:2)
But as you said, the menu system could be a pain. Typically I kept a weapon for each type of monster race, and when there were 3 or 4 different types in the room with me, it meant that I might have to change weapons a dozen times before the fight was over. A quick swap button would have made a world of difference.
Still, VS was squares best PSX offeri
Stop the whining, Louie.. (Score:1)
If you stay with one weapon and upgrade it intelligently, you will have no problems with switching, and the various Affinity spells give you even more power if you
Why is Gamecube not mentioned? (Score:1)
Loading times? What about game length? (Score:1)
The new Neverwinter Nights expansion is another good example. I beat that in
And don't change the pace... (Score:3, Interesting)
And then that goddamn Triforce quest.
The whole game proceeds with action until this quest, when it suddenly turns into Errands Online. You have to find eight Triforce Charts that are scattered around the world. Then you have to get them decoded, which means getting a crapload of money. Then you have to go actually GET the triforce shards. Ugh.
Yes, I could have done it. I could have finished it in a day. But god, what a fucking boring way to spend a day off. No thanks. I traded it in and got Skies of Arcadia instead. Way to drop the fucking ball, Nintendo.
Metroid was the same way. For the first half of the game, you're getting powerups left and right. Morph ball, bombs, varia suit, everything. Then it just fucking stops. You have to wander around and get a bunch of artifacts. It's easy enough to do, except you have to cross the fucking planet like four times. Ugh. No thanks. The map system didn't make life much easier either. Boooring.
Both of these games were paced very well until those spots, at which point the developers dropped tbe ball and fucked it up. If you're going to develop a game (or a movie or TV show), then there's one thing people have to do, and that's pick a pace and stick with it. SWAT did this well, Jedi Academy did this well too (er, not that I'd know of course, wink wink nudge nudge), but very few other games do.
Of course, there are notable exceptions (Final Fantasy 6 had a nice blend of action, relaxation, panic, and butterflies-in-the-breeze), but that's hard to do right.
--Dan
Re:And don't change the pace... (Score:1)
The should have just made a dungeon to go through to get the triforce. I would have prefered that over the fetch quests. They only did that so they could boast that the game has more hours of play.