1 / 22

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.

jodie
Download Presentation

A method for pacing analysis

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  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. ?

More Related