Beyond Pacing -- Games Aren't Hollywood

In an in-depth design article, People Can Fly (Painkiller) designer Wesolowski looks at games from Freelancer through Thief and beyond to examine the all-important art of correct pacing in video games.

Good pacing can be essential to gameplay, just like it's essential to great adventures on the big screen. Game developers often look up to Hollywood for guidance, which seems to work well -- for at least some titles.

But there are major differences between the media, ones that we cannot ignore. Following big screen examples helped us make our baby steps, but ultimately it's a dead end, because it turns good games into bad movies.

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