PaceMaker: A Practical Tool for Pacing Video Games
August 27, 2024 Β· Declared Dead Β· π 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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