Video game pacing methods

Video game pacing can be thought of in two main categories, the first being in which the playtime is expected or estimated by the designer of the game, or by which the speed and action potential of the game change or increase over time.

Expected player play time

As we designed a game we must first take into account with the expected full length of the game in its own entirety would take to complete, this may also include completion beyond 100%, in the sense of collectibles and unlock a bowl or hidden features. In many cases, many games will take more time to complete then can be done in a single “gaming session”, And this length of time we must consider as a playing phase.

Some games without story, like action brawlers, miniGames, arcade the clones, may ultimately have a very short total gameplay completion time. It is not essential for games do you have long and compelling story lines however, when looking at the larger industry, we see that most AAA games which are released on multiple platforms, have a completion time somewhere between the numbers of eight through 40 hours for core content completion. In some cases many games will substitute a shorter amount of playtime for implementing multiplayer, which potentially could provide many more hours of essentially procedurally created content.

Players playing phase

It is important that during every interaction with the game the player is gaining value from the experience, even if they’re playing phase times, or gaming sessions are in consistently or periodically spaced apart. Action games can do this well, presenting action during every, or nearly every encounter the player has during the game play of the game. Puzzle games critically allow the user to always be working towards solving a particular puzzle.

Action games aren’t always 100% action

In games with story, lore, and possibly even cut scenes, there is usually some time during the game especially in the beginning, where the action happens very infrequently. Many game designers would agree that the intensity of action over time throughout the game should rise as well as with the players risk any difficulty of the game as a whole.

There is possibly one exception to this rule in the case of embedded mini games in a larger game, that prenatals and a interesting or potentially novel concept or idea interjected into the main storyline.