PaceMaker: A Practical Tool for Pacing Video Games

August 27, 2024 Β· Declared Dead Β· πŸ› 2024 IEEE Conference on Games (CoG)

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Authors Julian Geheeb, Daniel Dyrda, Sebastian Geheeb arXiv ID 2408.15001 Category cs.HC: Human-Computer Interaction Citations 1 Venue 2024 IEEE Conference on Games (CoG) Last Checked 4 months ago
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.
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