Welcome to Game Design Library

Game Design Library is a hand-curated, catalogued collection of game design links. Learn more

2 items tagged with pacing

Steambirds: Survival Mobile

https://lostgarden.home.blog/2011/10/13/steambirds-survival-mobile/

arrow of play game analysis choice pacing goals

An introduction to the concept of arrow of play, the property of systems that always move the player forward (such as hunger in roguelikes). Several examples from Steambirds about arrow of play: decay, increasing enemies, short-term and long-term goals, currency and currency flow, and limited choices.

How to Keep Players Engaged (Without Being Evil)

https://www.youtube.com/watch?v=hbzGO_Qonu0

engagement pacing intensity difficulty core loop goals

How to keep players engaged, without addictive evil design? Pacing (varying the intensity) of the pillars (core gameplay) such as alternating puzzles with action or cutscenes; anticipation and foreshadowing (what's behind that giant door?), mysteries (including narrative), long-term goals like collectables or map completion, and compelling challenge (not too easy or difficult)