narrative pacing: the rate at which information is conveyed to the audience
video game pacing: the rate at which interactions are experienced
OR the rate at which content is presented
difficulty curves influence pacing
failing in gameplay has the impact of slowing the pacing. tower 4, however, alleviates this by giving you new content if you go down the wrong hole--the pacing is still drawn out because you'll take longer to get through the tower, but at least you'll get new stuff in the meantime. if pacing is a matter of when you see new content, getting new content for failing mitigates having to repeat content as a result of that failure.
space has impacts on pacing - more space, more time
combat vs. puzzle pacing:
-at the lowest level of play, you clear out all the enemies and then tackle the puzzle to move forward
-at higher levels, you can get clues for a puzzle while exploring the room and fighting enemies--you can mix puzzle solving in with fighting
-playing at a higher level means pacing is more malleable
chapter 1 of terranigma keeps fast pacing
-very little overworld exploration
-towers are a handful of floors
-not as many branching paths in towersStatistics: Posted by Golem — Sun Jun 22, 2014 7:13 pm
]]>