Pacing & Flow

Pacing is the rhythm of intensity over time - when the videogame pushes, when it relaxes, how those alternate.

Good pacing isn't constant intensity. It's contrast. The quiet moment makes the loud one louder. The rest makes the exertion meaningful.

Practice - what you do

The Intensity Curve

Every videogame session has an intensity curve - how engaged/stressed/active the player is over time.

Intensity
   |
   |    ,-,     ,--,    ,----,
   |   /   \   /    \  /      \
   |  /     \-/      \/        \--- <- Finale/Resolution
   | /
   |/ <- Opening hook
   +-------------------------------- Time

The pattern: hook, build, release, build higher, release, climax, resolution.

Components of Pacing

Tension

What creates stakes, pressure, uncertainty.

  • Combat
  • Time pressure
  • Resource scarcity
  • Unknown threat
  • Decision weight

Release

What relieves tension, allows recovery.

  • Safe zones
  • Story beats
  • Rewards
  • Humor
  • Beauty

Rhythm

The alternation pattern. Fast-slow-fast. Push-rest-push.

Burnout Paradise understood this: the intensity of racing followed by free cruising creates satisfying oscillation. Tetris has natural rhythm in its escalation and momentary relief when clearing lines. Even a musical solo follows this pattern - tension builds, then resolves.

Macro vs. Micro Pacing

Scale What it affects Example
Macro Hours, entire videogame Act structure, chapter pacing
Meso Minutes to hour Level pacing, mission structure
Micro Seconds to minutes Combat encounters, puzzle flow

Good pacing exists at all three scales. A well-paced combat encounter in a poorly-paced level still feels wrong.

Pacing Tools

Gates

Points where the player can't proceed until something is done. Bosses, puzzles, story triggers. Gates punctuate.

Escalation

Gradually increasing intensity. More enemies, faster pace, harder challenges. Creates the build.

Respite

Deliberate low-intensity moments. Walking sections, safe rooms, campfire scenes. Creates the release.

Climax

Maximum intensity. Everything converges. The boss fight, the final chase, the revelation.

Denouement

Post-climax cool-down. The credits walk, the epilogue. Prevents emotional whiplash.

Player-Controlled vs. Designer-Controlled Pacing

Some videogames give pacing to the player:

  • Open-world videogames (you decide when to do the main quest)
  • Sandbox videogames (no imposed rhythm)
  • Roguelikes (player sets their own pace through runs)

Some videogames control pacing tightly:

  • Linear action videogames (this fight, then this cutscene, then this exploration)
  • Horror videogames (tension carefully managed)
  • Narrative videogames (story beats are sequenced)

Neither is superior. But know which you're doing.

Pacing Killers

Grind: Repetitive, low-meaning activity that pads time without building intensity.

Cutscene overload: Too much non-interactive time breaks the player's agency rhythm.

Difficulty spikes: Sudden, unexpected intensity without buildup.

Backtracking: Returning through low-content areas deflates momentum.

Information dumps: Pausing action for lore breaks the flow.

These aren't always bad - but they disrupt pacing. Use deliberately.

Flow State and Pacing

Flow (Csikszentmihalyi) is the state of complete absorption. Pacing supports or disrupts flow.

  • Too much tension without release: Player can't reach flow (too anxious)
  • Too little tension: Player can't reach flow (too bored)
  • Poor rhythm: Flow keeps breaking (interrupted)

The goal isn't constant flow - it's appropriate oscillation between flow, tension, and rest.

See Also

Glossary Connections