For this weeks blog, I've analysed that pacing of the third level in my team Contrary Scholar's current production, KLEPTO - Space Thief.
For the most part, I think that the pacing of the level is pretty good. It does gradually increase in difficulty, there are sections of increased excitement, and there are rest periods where the player pauses to take in the scenery. There's also rest periods where the player collects pickups. It's perhaps not as steady as it could be, but it does have a sense of increasing difficulty. The nice long rest section leading up to the final grappling section is quite effective. After solving the second box puzzle, the player stands on a platform that zooms up to the final challenge, starting off slowly and gradually speeding up. This gives the player a quick rest before attempting the final challenge, but also amps them up as it increases in speed towards the top. Players tend to be 'in the zone' most of the time, and are only pulled out of flow when they fall during grappling sections, so these are possibly too hard too soon. |
World design theory (WDT)DevelopersThe goal of this blog is to relate current and past attempts at world design to further improve our understanding. Archives
October 2017
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