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!
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!
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 :)
@@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.
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
Really helpful, i can see how this is missed even in straight puzzle games. Nicely paced video, thanks.
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!
Some of the most excellent content on this topic on YT. A treasure trove.
Amazing and illustrative as always
Thanks Benneh! ❤️
Good job! Really nice and some cool graphics for how you show your pacing graph!
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 😁
Thank you so much for your videos!!! Super high quality and very informative
This is gem. Thanks.
Really great video Tim, I always learn something from you!
Awesome video! I would love to see you do one on first person/3D platformers.
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!
I had some points about the design of pacing that I couldn't understand. This video answered all my questions. Thank you
I'm glad I could help! If you have any further questions I'll try my best to answer them :)
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 :)
@@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.
@@timdoesleveldesign Thank you for providing a clear answer to this long question. I'm looking forward to your next videos 😊
Thanks for your video it's really helpful for me since i wanna start to make a game by myself
are there differences in different genres?
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
Yay. Cool
Yay, thanks 😊