Everyone seems to have cut it down into gameplay pacing and story pacing. This most certainly cannot done when talking about HL2, given that you're never moved into a cutscene, but I don't think it can really be done to other games either.KCL said:Game designers do fine, by and large, when it comes to pacing game play, but they're clueless about pacing narrative. Very rarely is any thought given to the intersection between the two. But hey, at least Valve knows how to tell a story through actual play. Tried Starcraft 2 yet? It should've been subtitled "Wrath of the Cutscenes."Woodsey said:I always use it as an example of almost pitch-perfect pacing.
My example of Bioshock - that I gave to the other guy - was that the gameplay's pacing almost tore apart what little story the game had. The two are inextricably linked in my eyes.
[small]I know this isn't a direct reply to what you said, I was just spinning off from the distinction you made between gameplay and narrative pacing.[/small]