Concept

Decision pacing

You might say: how fast the choices arrive

Decision pacing combines the time available to consider one choice with the rate at which fresh choices arrive. Fast input does not necessarily mean frequent meaningful decisions.

What it does
Sets whether play feels reflective, pressured, repetitive or overwhelming.
Ask
How much reasoning is required, how much time is available, and when does the next new dilemma arrive?

Parts

Connections

Sources

  1. Daniel Cook, Building Tight Game Systems of Cause and Effect, Time Pressure; Processing ComplexityShort time lapses between cause and effect.
  2. Tynan Sylvester, Decision-Based Gameplay Design, Recognition: identify decisions and elapsed real timeAny game of Counter-Strike, analyzed deeply, becomes a series of extremely complex decisions made at intervals generally between half a second and five seconds.

Use it on your project

teardown-apply: hold "Decision pacing" (choice-timing) from the teardown at https://teardownatlas.com/game-design/ against my project

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