Gameplay Beats, Pacing and Intensity

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  • Опубликовано: 22 дек 2024

Комментарии • 22

  • @woodchi
    @woodchi 11 месяцев назад +2

    Really helpful, i can see how this is missed even in straight puzzle games. Nicely paced video, thanks.

  • @markorossie9296
    @markorossie9296 Год назад +2

    Im so glad you showed this so perfect clearly and illustrative. Thank you!!, Please create more analyze of other games and even how Dependency Puzzle Graph looks like, is used and being setup. Thanks again!

  • @harrysanders818
    @harrysanders818 Год назад

    Some of the most excellent content on this topic on YT. A treasure trove.

  • @attben
    @attben Год назад +8

    Amazing and illustrative as always

  • @maxpears1
    @maxpears1 Год назад +3

    Good job! Really nice and some cool graphics for how you show your pacing graph!

    • @timdoesleveldesign
      @timdoesleveldesign  Год назад

      Thanks, Max! I really enjoyed your latest upload on conferences. I haven't actually been to one in a while anymore and it brought back some memories 😁

  • @rateater1857
    @rateater1857 Год назад

    Thank you so much for your videos!!! Super high quality and very informative

  • @georgesoros7849
    @georgesoros7849 2 месяца назад

    This is gem. Thanks.

  • @KrisiDontDIe
    @KrisiDontDIe Год назад

    Really great video Tim, I always learn something from you!

  • @farkham4
    @farkham4 Год назад

    Awesome video! I would love to see you do one on first person/3D platformers.

    • @timdoesleveldesign
      @timdoesleveldesign  Год назад

      Thanks! Interesting idea, though I've never worked on a platformer and prefer to pick topics that I have some experience with 😅
      But maybe in the future!

  • @umut5614
    @umut5614 Год назад +1

    I had some points about the design of pacing that I couldn't understand. This video answered all my questions. Thank you

    • @timdoesleveldesign
      @timdoesleveldesign  Год назад

      I'm glad I could help! If you have any further questions I'll try my best to answer them :)

    • @umut5614
      @umut5614 Год назад

      Sorry to bother you, but I have a question if it's not too much trouble. I watched a video at GDC where they discussed the pacing of God of War in a semi-open world concept. I'm curious about how Intensity and Pacing are incorporated in massive open worlds like Elden Ring or Zelda. If the answer is going to be too long, I can wait for the video :)

    • @timdoesleveldesign
      @timdoesleveldesign  Год назад +1

      @@umut5614 Hah yeah that'd definitely warrant it's own video.
      But in short: the more open world/sandboxy the game, the more freedom the player has to define their own actions and the less control we have over the pacing.
      We do however have control over content distribution. E.g. Big landmarks and PoI's tend to have more intense narrative or combat moments set up around them.
      You'll rarely find 5 big battles close to each other, or 5 complex puzzles stacked on top of each other.
      So we tend to spread out high intensity moments and populate the paths between with low and mid-intensity moments.

    • @umut5614
      @umut5614 Год назад

      @@timdoesleveldesign Thank you for providing a clear answer to this long question. I'm looking forward to your next videos 😊

  • @ovillainessart-beginnerart2938
    @ovillainessart-beginnerart2938 10 месяцев назад

    Thanks for your video it's really helpful for me since i wanna start to make a game by myself

  • @derzerspahner5180
    @derzerspahner5180 Год назад

    are there differences in different genres?

    • @timdoesleveldesign
      @timdoesleveldesign  Год назад

      The principles of pacing and intensity are quite universal. Though the way that we keep track of them, document and distribute the type of content varies greatly between studios, projects and also genres.
      E.g. in games with more player agency like open world and/or sandbox games, it wouldn't be very useful to plot a linear pacing graph

  • @ORANOID
    @ORANOID Год назад +1

    Yay. Cool