PaceMaker: A Practical Tool for Pacing Video Games

Fuente: arXiv
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Main Authors: Geheeb, Julian, Dyrda, Daniel, Geheeb, Sebastian
Format: Preprint
Published: 2024
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author Geheeb, Julian
Dyrda, Daniel
Geheeb, Sebastian
author_facet Geheeb, Julian
Dyrda, Daniel
Geheeb, Sebastian
contents Designing pacing for video games presents a unique set of challenges. Due to their interactivity, non-linearity, and narrative nature, many aspects must be coordinated and considered simultaneously. In addition, games are often developed in an iterative workflow, making revisions to previous designs difficult and time-consuming. In this paper, we present PaceMaker, a toolkit designed to enable common design workflows for pacing while addressing the challenges above. We conducted initial research on pacing and then implemented our findings in a platform-independent application that allows the user to define simple state diagrams to deal with the possibility space of games. The user can select paths on the directed graph to visualize a node's data in diagrams dedicated to intensity and gameplay category. After implementation, we created a demonstration of the tool and conducted qualitative interviews. While the interviews raised some concerns about the efficiency of PaceMaker, the results https://info.arxiv.org/help/prep#commentsdemonstrate the expressiveness of the toolkit and support the need for such a tool.
format Preprint
id arxiv_https___arxiv_org_abs_2408_15001
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle PaceMaker: A Practical Tool for Pacing Video Games
Geheeb, Julian
Dyrda, Daniel
Geheeb, Sebastian
Human-Computer Interaction
Designing pacing for video games presents a unique set of challenges. Due to their interactivity, non-linearity, and narrative nature, many aspects must be coordinated and considered simultaneously. In addition, games are often developed in an iterative workflow, making revisions to previous designs difficult and time-consuming. In this paper, we present PaceMaker, a toolkit designed to enable common design workflows for pacing while addressing the challenges above. We conducted initial research on pacing and then implemented our findings in a platform-independent application that allows the user to define simple state diagrams to deal with the possibility space of games. The user can select paths on the directed graph to visualize a node's data in diagrams dedicated to intensity and gameplay category. After implementation, we created a demonstration of the tool and conducted qualitative interviews. While the interviews raised some concerns about the efficiency of PaceMaker, the results https://info.arxiv.org/help/prep#commentsdemonstrate the expressiveness of the toolkit and support the need for such a tool.
title PaceMaker: A Practical Tool for Pacing Video Games
topic Human-Computer Interaction
url https://arxiv.org/abs/2408.15001