Bullet Points of Project ESDS’s Pacing
Story
Story
- Short informative yet concise scenes that doesn’t go off rambling filler
- If a scene is very long it will be broke up into multiple parts that will be ingested over a longer period of time
- Story is earned by player progress in gameplay
- Development geared toward nonlinear gameplay
- At least 25 percent of the game is optional, to give player wiggle room in progression
- Clear objective & progress visualization to signify the roadmap to game completion
- Soft tutorial in the first 5-10 percent of the game