Project ESDS Pacing

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Bullet Points of Project ESDS’s Pacing

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
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
 
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