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A method for pacing analysis

A method for pacing analysis. The talk:. Background How I used it in personal projects Final words . Background. 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.

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A method for pacing analysis

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  1. A method for pacing analysis

  2. The talk: BackgroundHow I used it in personal projectsFinal words

  3. Background

  4. 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

  5. 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

  6. 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

  7. Half-life 2 Episode 1

  8. 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.

  9. Project 25 - Framework

  10. Project 25 – Framework Section 1 tunnel

  11. Project 25 – Framework Section 1 tunnel

  12. Project 25 – Framework Section 1 tunnel

  13. Project 25 – Framework Section 2 backyard

  14. Project 25 – Framework Section 3 Ambush

  15. Project 25 – Framework Section 3 Ambush

  16. 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

  17. Project 25 – Playtester sessions:

  18. 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

  19. 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

  20. HOWEVER Be careful with this

  21. It is very elusive data • You cannot just from the charts make any sort of judgement of actual quality. Final words – Be careful

  22. ?

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