I talk about how to pace your games, both in terms of narrative and within gameplay itself.
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@CosplayZine9 ай бұрын
"Everyone likes a rollercoaster" Me: I'm gonna die.
@renaigh9 ай бұрын
Games shouldn't be afraid to take it slow, too many games skip over the moments of quiet between the action.
@zc86739 ай бұрын
Agreed. Although a game like Starfield takes that just a tad too far imo.
@RYANG-THE-MANG9 ай бұрын
@zc8673 yeah starfield went beyond that point. They need to include vehicular travel on the ground to help combat that issue, but even then, the way they handled procedural generation and having like 1-5 locations in a giant radius was just way too broad since between those locations there's literally nothing but some rocks or trees, and maybe an animal. And then like 2 resources. It's just way too spread thin
@Wobbothe3rd9 ай бұрын
Having a slow start kills so many games. Fallout 2 turned mamy people off with the rat fighting at the start.
@renaigh9 ай бұрын
@@zc8673 then you have the worst patience in the world.
@renaigh9 ай бұрын
@@RYANG-THE-MANG they give you space enough to build what you want, had they restricted this you would have found another way to complain.
@Dominichunter59 ай бұрын
Discovered your channel recently. It's really cool to have someone with so much experience giving detailed advice like this on game dev. I need more of this.
@doko30009 ай бұрын
So, keeping with the food analogies, it seems that an open world game is like a buffet, and a non-open world game is like a 5-course meal. The player can complain about the food in either case, but in the case of the buffet, they're making their own plate(s)
@d.g1359 ай бұрын
thanks for the video Timothy, really formative and thoughtful.
@lyptical78689 ай бұрын
I just found your channel and listening to this video (I'm only halfway through) has made so many ideas pop into my head for my game THANK YOU
@VVishq9 ай бұрын
Enjoyed this video a lot, thank you sir Cain. -- Control of the pacing to the player is an amazing thing, as long as linear world progression is not sacrificed. One of the things that subconsciously devalue the story of single player games, are the sacrifices made for inclusivity of content to give the player decision freedom. It makes the story and the world less believable, because the events, the quests, the *things*, they only happen when the character in in the zone. It is the classis 'world is only alive & moves when the character is in the screen'. It is somewhat fixed by a creative dialogue writing and cinematics, but as you and many other developers said - there is a limit to how much you can realistically write to retain quality & fun, not all wanna read 10+ minutes of each NPCs and quest's backstory. As opposed to linear storytelling, where the pacing feels just as great, and the story is just as believable as the quality of narration is, but it takes away creative freedom. -- Solution to it is the introduction of time that changes based on player's actions regardless of what they are, and events happening in the world regardless of player's existence. Such mechanics were introduced in Space Rangers for example, where the player could have just skipped days within the safe locations till the world around would drastically change - even up to the point of the game loss because arch-enemy conquering the entire world. Another example of the more known title is Pathfinder: Kingmaker, where the quests had time limit to get into, and in meanwhile, several events for the Kingdom to address that player would decide upon happening in parallel of main character's involvement in them. The system was far from its peak of potential but it was amazing. Some similarities to it were introduced in XCOM: Enemy Unknown and XCOM 2. Players had to choose which objective on the worldmap to address first, sometimes even prioritizing one thing over another and thus making sacrifices - not being able to do *everything* adds value to replayability & choices consequences. However, in contrast, similar mechanic didn't really work in Wasteland 2, because of the game's design - forced choices between two areas, and the overall feeling of grief or doubting of making a 'mistake' in their choice (the idea was interesting, execution of it made the *players*, not the characters, feel bad about it - not something you want to do in a game). Could've been a win if those choices wouldn't be told as 'main storyline' but ultimately not affect it. It strains even more under scrutiny when such decisions are affecting the next IP in the same timeline, making that choice even less important since there will be canon to it. Mass Effect is a good example of pacing that has choices transfer from one timeline of events to another without sacrificing the quality of the story much (except underdeveloped, cheap endings, which are banes of most opera-style games).
@yowhatitlooklike9 ай бұрын
I was thinking about BG3's pacing alot having just finished it. The first two acts were engrossing and efficient without being content stingy, each encounter felt incredibly well thought out and rich and fights were interspersed with plenty of exploration and dialogue opportunities. Then the third act you hit the city, it was a little more chaotic and overwhelming, partly I think due to the player's attention being pulled in 20 directions every five feet by NPCs, but after a few hours you realize it's more like Disneyland with animatronics you could stop and watch in between the actual "rides" (rides being dungeons, fights, NPCs with dialogue options instead of barks) and the city suddenly feels much smaller and less interactive. You could also sort of tell at points where they cut content last minute, as the encounters felt packed a little too tightly in some points, like they were planned to fit into another area, and dungeons gave way to more and more single room boss battles.
@SSingh-nr8qz9 ай бұрын
Let's not forget that a rollercoaster is not the only way to excite an audience. Some of the most memorable gaming experiences let you soak in what you are experiencing and reflect on what just happened. You might have a massive multi campaign boss level, but if the game just cuts to a "You win" and goes to credits, the experience feels terrible. Versus having a section post battle where you see the gravity of your accomplishment, such as returning to town and seeing what removal of this boss means for the people you encountered alone along the way, or putting all the pieces of the mystery together and seeing the end result. I am a big believer, just like horror movies, the ending of a journey can make or break a good adventure. As with pacing you can have everything perfect but if the end of the rollercoaster you get the brakes hit on you or just feels anticlimactic, then the whole ride feels like you don't want to do it again. Pacing is ultimately about getting you to a destination in an engaging manner. From those destinations you can continue the journey or finish but pacing and destinations go hang and hand and while the quiet moments should never be underestimated.
@aNerdNamedJames9 ай бұрын
I do think that something like "monorail" pacing can work, but actually in the opposite sense of what Tim's prior colleagues were saying about all-boss games -- what we tend to call "arthouse games", especially narration-focused "walking simulators", are often low-key throughout their whole runtime, but it still manages to "work" for a lot of people. It's kind of like how people are willing to pay for train travel (instead of airline travel) whenever the route's views are especially breathtaking.
@elexios62089 ай бұрын
i kinda disagree a lot of these games do lack pacing in a gameplay or in game sense but use narrative pacing as a replacement, with the story the game is following going through ups and downs i think personally if you had a game with true monorail pacing in every single element it truly would be boring without any moments of reveal or questions the player has for example. and while obviously some games do keep a relatively stable narrative pace they do have some level of highs and lows even if they're only slight deviations from the pace, they have still moments you can point to as highs and lows of the story.
@aNerdNamedJames9 ай бұрын
@@elexios6208 I don't disagree that there is still narrative pacing in most of those titles, it's just that I was talking about the kind of pacing this upload was focused on -- that's why I used quote markers on the word "monorail" to indicate I was speaking in reference to it.
@elexios62089 ай бұрын
@aNerdNamedJames that makes sense didnt pick up thats what you meant
@nicholasallen90359 ай бұрын
I had a thought about trying to take a piece of music I like, look at its audio wave curves and use them as guides to design the pacing of a game. This reminded me of that thought.
@7hroomy9 ай бұрын
interesting idea 🤔
@lrinfi9 ай бұрын
Awesome idea.You'll probably not beat the timing and rythm of music to get the dance right. :)
@bratttn9 ай бұрын
Text presentation and message relaying in games deserves a separate video.
@Owl909 ай бұрын
Thank you, Tim! I really appreciate your insight.
@2hatsandadream8 ай бұрын
These videos are gold, thank you!
@AJ-pn9dm9 ай бұрын
Very interesting discussion. As someone who plays a lot of board games as well as video games, and given you brought up boardgames in a previous video -- I can say that a lot of boardgame designers either don't care about pacing or don't understand its value. (An example of a classic boardgame with phenomenal and dynamic pacing: Chess!) Anyway, I view pacing as extremely important to a game and also probably underrated.
@Pangloss6413Ай бұрын
Nice cape cod shirt :3 Warm thoughts from New England
@abrahamdrinkin25349 ай бұрын
Game pacing is definitely a lost art with some devs not even attempting it (or at least it feels that way). I would like to see you talk about a hierarchy of needs within development and what are some of the first things to go when time and budget get tight.
@cybercop00839 ай бұрын
Collectible hunts and sidequests make pace structuring difficult. Sometimes I feel the urge to complete all possible sidequests in a given location before moving on. I ruin the pace of the critical path and burn myself out. That is my story. Thank you.
@lukkkasz3239 ай бұрын
@@cybercop0083 I think the Resident Evil 4 Remake, did these fairly well, usually after intense moments end you are given side quests that can be completed before moving on to the next location.
@cybercop00839 ай бұрын
Yeah, but I'm like the library type in Tim's video. Finishing all available side-content before proceeding and lamenting the pace after the fact. I would destroy the pace myself and complain despite my own faulf. I liked Xenoblade 1 on Wii and Switch in that regard, where you could accept sidequests and don't have to return to the quest giver after completion. Unless it's a fetchquest, you get rewards immediately upon completing the objective. It allowed you to do main- and sidequest in one wash. @@lukkkasz323
@lucadeacha9 ай бұрын
Loving the game desing vds! Tim can you make a follow up about player agency / freedom of choice and consequences? I think is a great topic, since there are many RPGs that seems to miss this aspect.
@user-yt1hs1oq3h9 ай бұрын
Tim, I had 100% speech check and didn't fight at the dam! It was AWESOME. This was in no masters playthrough.
@fredrik38809 ай бұрын
Couldnt agree more about the pacing of Fallout random encounters, dialogue, all of it.
@fredrik38809 ай бұрын
The pacing in Arcanum (that got some critisism like black mountain mines), Fallout, Bloodlines (that got some critisism like the sewers) all have imo absolutely fantastic pacing. Fallout did it best but all of them id rate extremely high on pacing.
@willsaenz63209 ай бұрын
I love that basically my two biggest gaming heroes Tim Cain and Marty O'Donnell have really leaned into developing their channels with the hope of inspiring other people to get into developing games for themselves.
@andrewgreen19709 ай бұрын
Tim, I have an idea for you. ... Not a game idea - relax. It may not be a fun thing to discuss through and through, but I kind of feel like there could be great value coming from your insight and experience in this matter. So here it goes: Do you have it in you to talk for 10-15 mins about how to handle difficult employees - superiors and subordinates, people who are unapproachable/lazy/toxic/who bring so much energy to the workplace that they make others rather uncomfortable. Discussing how to handle people who don't shower is also on the table. (I know you touched on the subject to some extent or another at least a few times before, but I believe this one deserves a whole video.)
@Djturd649 ай бұрын
When you were explaining what game pacing is, you said “it’s a set of alot of highs and lows” which made me instantly think of games like Pokémon where you can have random encounters (highs) followed by going back to the game world/towns (lows). Similar this works in the indie game inscription. Where the player must fight with cards, but then after, choose a direction on a map. I hope this makes sense, you have really made me connect the dots with game pacing in a lot of games.
@austinl80749 ай бұрын
Roguelikes have an easy version of it too. High points until death, get some downtime to check out new unlocks, story bits for Hades, prep or pick options for a new run - go again.
@Djturd649 ай бұрын
@@austinl8074 so true! Another brilliant observation
@TadeuszCantwell9 ай бұрын
I got the BB gun in Fallout 1 once and kept wishing it would keep turning up!
@solidbhatt9 ай бұрын
I think god of war ragnorok nailed the pacing because the story structure was very tight in that game
@JonathanRossRogers8 ай бұрын
1:48 Try The Long Dark. Wolves are always always a significant threat.
@cmdr.jabozerstorer39689 ай бұрын
Both BG1 and Arcanum had annoying wolves early on. Although you could avoid both, sort of. The wolves were never ending in Arcanum, iirc until you moved onto the next section.
@drekkful9 ай бұрын
Great commentary on pacing and really enjoyed your chat with tks mantis that he posted the other day. Linear or not the pacing is definitely key to keeping me, as an attention span lacking consumer, from putting the game down. The Uncharted series has great linear pacing that keeps you constantly engaged while moving the story forward in a meaningful way. While RPGs can do this via difficulty spikes (and other tactics) in areas that the designers want to corral you away from for now.
@ViViVex9 ай бұрын
Good morning Tim 🙂
@Anubis11019 ай бұрын
Yea its tough because different players will seek different pacing in games. I have a friend who was really dissatisfied with Skyrim; not for the usual reasons and complaints you might hear, but because he jumped in and tediously grinded magic right off the bat for hours, only to be killed by level-scaled melee enemies during a main quest. He complained the game was grindy and boring, and combat wasnt fun. You can argue that he shouldve taken a more casual or explorative approach, but in the end, he played the way he wanted, and the game just didnt support it. Figuring out how to help those kinds of people enjoy your game is a Sisyphean task, but its also one of the most enjoyable things about game design for me.
@TadeuszCantwell9 ай бұрын
In regards to pacing and the time limit of the water chip deadline, I wondered if a way out of that would have been to make it the second last water chip so it's the same task with no deadline.
@asdfjkl2279 ай бұрын
I thought this said game pricing. I was intrigued about you talking about business side since I think you said you're more engineer and fun side. Haha.
@LimakPan9 ай бұрын
Furi is a game with only boss fights, which still tells a story. You could find it interesting.
@Faithreaver9 ай бұрын
I would disagree about the bookcase example. While Tim didn't mention it, the player's ability to choose their pacing isn't entirely up to them. The designer still maintains control over the level of player freedom and the breadth of available options. Essentially, if the bookcase is stocked with 100 books, it can overwhelm a dedicated player. So, the designer can choose to include only 3 books instead. A general rule of thumb that I've noticed in Baldur's Gate 3 is that their books typically contain no more than 2-3 pages of text (Unlike Skyrim or Oblivion), and there are rarely more than 3 books in a single focused location. On the contrary, in Horizon Zero Dawn, there was a section where you could find around 7 audio logs on one table, which required 20 minutes of continuous listening and dedicated player had no option but to sit through those, stopping his gameplay entirly. That pacing felt way off, and the designer did a poor job implementing it.
@HMBreno9 ай бұрын
I agree with you. It touches exactly on my issues with the sheer amount of interactable props in Divinity 2, where my compulsion to check every container slowed the game down, making it less enjoyable. It's my fault, I reckon, but I wonder why they made everything interactable, luring in players.
@Faithreaver9 ай бұрын
@@HMBreno I think I had the same for Divinity. But I don't have the same for BG3, maybe they categorized visual vs its inner content better, there is usually nothing of interest in Barrels and small crates for example.
@globalistgamer64189 ай бұрын
One other thing I thought of is that in many RPGs, books have some sort of weight or other cost associated with adding it to your inventory, yet have low or zero sale value. So even if you consider being able to read them later as an adequate option (which realistically is often going to cause even more pacing issues if the player ever tries to read through the increasing backlog) it's usually just more rational to read them as soon as possible so that they don't waste inventory space. If the most rational strategy results in poor pacing, I would consider that a designer issue, not a player one.
@vos26939 ай бұрын
Call me biased, but I really prefer STALKER-like AI "natural behavior" over FNV-like scripted random encounters. Random encounters were fine in F1/F2, but in 3D games like FNV they don't fit in. Instead of making world alive, random encounters become repetitive and frustrating over time. On a relevant topic: to this day I have no idea, why deathclaws haven't slaughtered everyone in Goodsprings. There is nothing that prevents it: no military installations, no natural borders, no minefields. That's just a minor nitpick, of course, but I'd like to point out that in 2D game this would never be a problem: every location in 2D is isolated by default, no one would question that.
@krelliankruge99939 ай бұрын
I need one of those spinning light up globes behind your top right, where do I get one please?
@JonathanRossRogers8 ай бұрын
7:48 Obviously, one uses Washo for making Rocket.
@jackcarren87813 ай бұрын
Didn't Cuphead prove that you could do bosses back to back?
@kolinako68729 ай бұрын
idk a monorail sounds pretty sweet to me...
@wowo789aa9 ай бұрын
Hi, Recently Cloud Imperium Games released a tech demo video for their new StarEngine, it's look very impressive but I will like to know how it is from a game developer veterans's perspective, will you be taking a look?
@mishovy15999 ай бұрын
I think it's interesting that you speak of non-combat like dialogue as "down-time" and combat as the "highs". Playing through the latest God of War, I found the combat to be really boring and just filler. I'm killing draugr, then there is this awesome cutscene, the plot is unfolding, then i have to kill draugr again. The combat was the downtime, and the and the story cutscenes became the "highs".
@Bullzi0099 ай бұрын
I thought the title said “game PRICING” Do you have enough thoughts on that to make a video about it?
@HMBreno9 ай бұрын
I agree that pacing is something hard to control, as it's as much in the hands of the developer as it is in the players'. I remember experiencing awful pacing issues with Divinity 2, primarily due to the countless crates, barrels, and containers that you could open, often yielding nothing interesting. My gamer's compulsion to check every single prop was out of control, and it slowed the game's pace to a crawl, ruining my experience. To this day, I'm still haunted by it. I acknowledge that it's my own fault. I'm the one to blame! But I can't help but wonder why they decided to make every container interactable when they knew most gamers are conditioned to search inside everything. It's like a honeytrap for some people. Right after Divinity 2, I played Tyranny, and boy, it was such a relief. Simply strolling around without feeling the need to check what's inside every barrel in a settlement was a delight!
@zeroone10329 ай бұрын
haha i'm playing fallout now and i'm on the other side of the spectrum checking everything and wondering why those boxes don't have anything, because i'm short of stuff, although there are places where is loot "Glow"s if you catch my meaning
@welcometovalhalla28848 ай бұрын
Larian really likes to lean on simulation systems a bit more heavily than most other RPGs. That includes making as many things as possible interactive. On its own I think that's fine, but I think the issue in Divinity is that you *did* get useful stuff from opening everything. They had that one luck skill that gave you a chance to find useful loot in any random container. If you didn't open everything, you were missing out. It didn't help that loot became borderline obsolete with every time you leveled up, so you're always on the hunt for loot. Every level up was a half hour session of going back to the market to sell your gear and buy new stuff. BG3 still lets you open everything but they rarely (if ever) hide useful loot in containers. So at some point you just stop interacting with everything by default. But it still lets you do stuff when you do want to. Like it you want to cram a barrel full of explosives and then throw it at enemies, you can, because it's still an interactive container that functions by the same systems as anything else. And the loot/leveling system is much more hands off due to being mostly just 5E. Which is less interesting in many ways, but it also saves so, so much time. Overall I find it a huge improvement in that sense.
@deathsheadknight21379 ай бұрын
Monster Hunter is another one of those games with "all bosses"
@jaxzinremy41419 ай бұрын
Why are attributes more often quantitative over qualitative? In many rpgs I find myself chasing numbers over using things I like because they are objectively better sword A does more damage than sword A. Its rare when wearing space pirate armor makes pirates like you and cops distrust you or wearing a customary blade on the wrong side makes a culture think you stole it. Why does the top hat give me +5 persuasion instead of giving me credibility to wealthy npcs and distrust to poor npcs?
@jeffb88449 ай бұрын
Fallout4 YES !!! Start at Sanctuary, Goto Red Rocket, GOTO Cave, >>> Get Fusion Core, Get Dogmeat, goto Sanctuary then go Northeast to Robotics Disposal Ground >> Magazine , Fatman Then to Concord !!! 😁😁😁
@leroygardner85299 ай бұрын
Talking off not being able to opt out of deep diving in dialogue. Outer worlds was the worst for this, having to sit through the companions talking about their horniness was not for me personally
@MrJekken2 ай бұрын
I think new vegas is a good example of pacing within an open world structure due to how different zones are levelled. If you try to beeline from goodspring to vegas at the start of the game you're going to get clapped by cazadores and deathclaws, so there is a correct path but it doesn't really feel too forced. it balances being simultaneously linear and non linear