{"id":2509,"date":"2010-07-04T20:48:11","date_gmt":"2010-07-05T01:48:11","guid":{"rendered":"http:\/\/flashofsteel.com\/?p=2509"},"modified":"2010-07-05T19:02:26","modified_gmt":"2010-07-06T00:02:26","slug":"pacing-a-strategy-narrative","status":"publish","type":"post","link":"https:\/\/flashofsteel.com\/index.php\/2010\/07\/04\/pacing-a-strategy-narrative\/","title":{"rendered":"Pacing a Strategy Narrative"},"content":{"rendered":"<p>&#8220;Pacing&#8221; is one of those words that critics use as sort of a catch-all to explain why a game doesn&#8217;t flow as well as it should. It can refer to stories or plots that climax too soon or too late, to mechanics that get in the way of whatever progress you are making in learning a game, to all kinds of things that interfere with that sense of enjoyment you get when you are lost in a game.<\/p>\n<p>When we think of pacing in strategy games, we generally mean how well it spaces out tasks or shows you new things to move on. The whole &#8220;one more turn&#8221; thing is predicated on the idea that you have set up a game that has steadily delivered a feeling of accomplishment to the player and promises more of that feeling if the player is just willing to sit there till 2:00 AM making the trains run on time. Good pacing can be a slow burn (the <em>Imperialism<\/em> games) or a constant sensory assault (<em>Age of Empires 3<\/em>).<\/p>\n<p>Pacing problems are more noticeable when games try to tell a story. Though the drama of kings and wars should make for a natural story-telling genre, the way that strategy games deliver the war machinery and diplomacy has proven generally ill-suited for story telling more elaborate than cut scenes in between mission assignments. When mechanics and narrative collide, the game usually wins in this genre.<\/p>\n<p>I&#8217;m playing <em>Disciples 3: Renaissance<\/em> for review and it has major pacing issues. There is a lot of good stuff in the game, too, but the pacing prevents me from going back out of joy instead of out of obligation. Nothing focuses the mind like a deadline.<\/p>\n<p>One of the big problems for scenario design in story based campaigns is mission length. In a turn based game like Disciples 3, where you have to end turn and watch the enemy make its moves, all the while interrupted by tactical battles that can take a while to finish, the decision on how and where the player can best spend his\/her time is a critical one. Completing one objective after two hours on a map only to find that there are now new objectives is a pacing problem for both game play (new objectives can mean that you have the wrong tools in your toolbox) and narrative (too long in one place means the story does not get told efficiently.)<\/p>\n<p>Real time strategy games can have this problem, too. The first <em>Supreme Commander<\/em> game had maps that expanded and unveiled new things to deal with and each one made me groan in frustration. <\/p>\n<p>But by and large, story based campaigns in RTSes are linked to the technologies available to you. So the missions grow in length and complexity at the rate you get new toys to play with. The default RTS mechanics of the story telling are generally in tune with good pacing.<\/p>\n<p>This is a happy coincidence, since most of the problems with RTS story campaigns are related to repetitiveness or lack of good characters. Since they don&#8217;t have to worry about matching the mechanics to the tale, they can work on the puzzles of the mission scenarios. And maybe writing something interesting. (Someone. Please.)<\/p>\n<p>So what is the sweet spot for a mission scenario&#8217;s length? Personally, any more than an hour and I get into some serious trouble staying interested, especially if I know that there are even more missions to come. Properly paced, an hour can seem like twenty minutes, but some games constantly remind you how long you are at something. (Turn counters are a good idea, but when I read Turn 50, my first instinct is to wonder how many more turns I have to play.) <em>Disciples 3<\/em> is not well paced, so every hour feels like an hour. After a dozen plus hours in the game, I feel like I should be farther ahead than I am.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8220;Pacing&#8221; is one of those words that critics use as sort of a catch-all to explain why a game doesn&#8217;t flow as well as it should. It can refer to stories or plots that climax too soon or too late, to mechanics that get in the way of whatever progress you are making in learning [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"jetpack_publicize_message":"","jetpack_is_tweetstorm":false,"jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false}},"_links_to":"","_links_to_target":""},"categories":[122,9],"tags":[],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p5GFeQ-Et","_links":{"self":[{"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/posts\/2509"}],"collection":[{"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/comments?post=2509"}],"version-history":[{"count":2,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/posts\/2509\/revisions"}],"predecessor-version":[{"id":2511,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/posts\/2509\/revisions\/2511"}],"wp:attachment":[{"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/media?parent=2509"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/categories?post=2509"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/tags?post=2509"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}