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Practical Game Design

You're reading from   Practical Game Design A modern and comprehensive guide to video game design

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Product type Paperback
Published in Aug 2023
Publisher Packt
ISBN-13 9781803245157
Length 446 pages
Edition 2nd Edition
Concepts
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Authors (2):
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Adam Kramarzewski Adam Kramarzewski
Author Profile Icon Adam Kramarzewski
Adam Kramarzewski
Ennio De Nucci Ennio De Nucci
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Ennio De Nucci
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Table of Contents (19) Chapters Close

Preface 1. Chapter 1: Introducing the Game Production Process 2. Chapter 2: Preparing a Game Concept FREE CHAPTER 3. Chapter 3: Scoping a Game Project 4. Chapter 4: Creating Design Documentation 5. Chapter 5: Understanding Game Mechanics 6. Chapter 6: Designing Systems and Features 7. Chapter 7: Making Prototypes 8. Chapter 8: Designing Compelling Stories for Games 9. Chapter 9: The Fundamentals of Level Design 10. Chapter 10: Creating Characters 11. Chapter 11: Balancing Your Content and Systems 12. Chapter 12: Building a Great User Interface and User Experience 13. Chapter 13: Making Your Games Accessible 14. Chapter 14: Mastering Games as a Service 15. Chapter 15: Understanding Monetization Techniques 16. Chapter 16: The Final 10% 17. Index 18. Other Books You May Enjoy

Pacing

Pacing is all about setting the tempo of your game and keeping the players engaged; it’s the heartbeat of your game. Our ultimate goal is to utterly captivate our audience, suspend their disbelief, and keep them in a state of flow.

The psychological concept of flow or the zone was recognized and named by Mihaly Csikszentmihalyi in 1975 and refers to the mental state of being fully immersed in the task at hand, even to the point of losing the sense of time and space:

Figure 11.2 – Diagram of the flow concept

Figure 11.2 – Diagram of the flow concept

This basic flow graph represents the relationship between difficulty and skill. As players become more experienced and competent, they require more challenging tasks.

However, there’s more to pacing than matching a player’s skill and task difficulty! As you may remember, back in the Chapter 9, The Fundamentals of Level Design we mentioned that the pace of the game is often dictated by the intensity of the levels...

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