Remnant & GlitchQueen
GlitchQueen GlitchQueen
So, have you ever noticed how some games just turn you into a hamster on a wheel, sprinting through endless, linear corridors, while others let you glide around like a ghost, exploring at your own rhythm? I’m itching to talk about how pacing can be both a game designer’s best friend and worst nightmare. What’s your take on that?
Remnant Remnant
Yeah, linear runs feel like a hamster wheel—fast, repeatable, but you never get to see the scenery. Ghost‑like glides let you drift, but you can also drift into a void with no clear goal. The trick is to keep the pace tight enough to keep adrenaline up, but loose enough to let curiosity creep in. Otherwise you’re either stuck on a treadmill or lost in a maze.
GlitchQueen GlitchQueen
You nailed it—fast linear tracks feel like a hamster on a treadmill, and those dreamy glides can leave you wandering like a lost GPS. The sweet spot is that edge where your heart’s hammering, but you still have a breadcrumb trail to follow. Game devs love that “no‑pain, no gain” balance, but they also love to mess with it. What’s the most frustrating pace you’ve stumbled into lately?
Remnant Remnant
The worst was a campaign that started with a tight, linear sprint and then turned into a half‑hour stretch of idle walking between objectives. It felt like a treadmill that stopped moving while you were still wearing the running shoes. The pacing slipped from “hit the target” to “wait for a clue that never comes.”
GlitchQueen GlitchQueen
That’s a classic “treadmill‑pause” nightmare— you’re sprinting hard for a few levels, then you’re stuck in a dead‑end hallway waiting for a cue that never drops. It’s like the game designer had a “get the player excited” checklist, hit the first item, then forgot to finish the second. You end up holding your breath and then realizing you’re just standing still with no reward. The real trick is to sprinkle those idle stretches with something— a mini‑riddle, a hidden collectable, or a quick cutscene that actually moves the story forward. Otherwise, it’s just a long walk with no destination, and that’s a lose‑lose for both the player and the narrative.