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This talk explores a method for pacing analysis in game design, exemplified through a 25-minute Half-Life 2 episode created as a final year project within 10 weeks. We delve into how to measure gameplay variation effectively and categorize distinct gameplay types, including dialogue, puzzles, roaming, arenas, and vehicle rides. Through rigorous playtesting and iterative development based on player feedback, we improve engagement while minimizing repetition. The insights gained can aid developers in refining game mechanics and enhancing overall player experience.
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The talk: BackgroundHow I used it in personal projectsFinal words
Background • Make a 25 minute Half-life 2 episode as a final year project in 10 weeks. • Add academic value as an excuse to make the episode. • Is there a way to measure the variation in gameplay in a way that could be replicated? • Analyze and distinguis different types of gameplay present in Half-life 2
Background • Dialogue – Player is passive listening to story or mission briefings. • Puzzles – Non combat areas where the player has to solve a puzzle in order to proceed • Roaming – Areas in which the player progresses and occassionally stumbles upon enemies • Arenas – Heavily scripted areas where the player has to defeat a large amount of enemies in order to proceed • Vehicle Rides –Areas where the player is riding a vehicle
Background • Played through the half-life 2 series with a stopwatch taking notes. • Remove parts where you die or get lost • Put the data in to a chart
Conclusions • New chapters starts with introductory dialogue. • The player seldom spends more than 10 minutes doing the same thing • They often mixed the different types of gameplay to avoid becoming repetitive.
Only 10 weeks, no room for error • Get first iteration up and running in 2 weeks • Focustested once or twice every week always with new testers • Improve next iteration by feedback from testers Project 25 – Workflow
Project 25 – Final product Added an extra room to give the player more time to get immersed in the beginning Added a small puzzle to avoid 13 minutes of combat Added a challening sniper puzzle at backyard Split the final battle into two parts to avoid player fatigue
Can be used as a visualisation tool when dealing with publishers • Can also be used by QA to ensure quality of the gameplay Final words – Additional things to consider
HOWEVER Be careful with this
It is very elusive data • You cannot just from the charts make any sort of judgement of actual quality. Final words – Be careful