PaceMaker: A Practical Tool for Pacing Video Games
<|reference_start|>PaceMaker: A Practical Tool for Pacing Video Games: 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.<|reference_end|>
@article{geheeb2024pacemaker:,
    title={PaceMaker: A Practical Tool for Pacing Video Games},
    author={Julian Geheeb, Daniel Dyrda, Sebastian Geheeb},
    journal={arXiv preprint arXiv:2408.15001},
    year={2024},
    archivePrefix={arXiv},
    eprint={2408.15001},
    primaryClass={cs.HC}
}