English

PaceMaker: A Practical Tool for Pacing Video Games

Human-Computer Interaction 2024-08-28 v1

Abstract

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.

Keywords

Cite

@article{arxiv.2408.15001,
  title  = {PaceMaker: A Practical Tool for Pacing Video Games},
  author = {Julian Geheeb and Daniel Dyrda and Sebastian Geheeb},
  journal= {arXiv preprint arXiv:2408.15001},
  year   = {2024}
}

Comments

To be published in "IEEE Conferences on Games 2024 Proceedings", 8 pages, 5 figures

R2 v1 2026-06-28T18:25:21.543Z