Fast Paced Game Design
Today I started thinking about some action games that I would consider fast paced like Nuclear Throne, Enter the Gungeon, or Downwell to name a few. It progressed to me starting to wonder exactly how to create such a fast paced experience, and if there are any kind of "golden rules" that make a game feel faster paced. I think that in my personal experience, I have trouble making games feel fast paced, despite the fact that predominantly design around an arcade-y feel.
Feel vs PaceTo clarify, though, making a game "feel good" to play and making a game that feels fast paced are two totally different goals, at least in my personal opinion and from my own experience. Take a game like Hearthstone for example: there's a "tactile" feel to picking up and placing cards, as well as the immensely satisfying effects when opening a card pack or hitting your opponent. Put simply: this game feels good to play. But in general this kind of game is more cognitive and encourages creative solutions, as opposed to executing actions very quickly. It is in this way that we see the difference between "feel" and "pace". On the other end of the spectrum we could take a game like Nuclear Throne(or really any Vlambeer game for that matter), which "feels" very good to play. There are effects to give the player feedback for almost every possible input the player can do, which is really what I think satisfying "feel" comes from(credits to Juice It or Lose It for that message). Nuclear Throne, like Hearthstone, feels satisfying to play, but unlike Hearthstone it conveys a very specifically fast paced feel. I guess the general message here is that a game can "feel" good to play without necessarily being fast paced.
Gotta Go FastSo how then, if the two are separate goals, do I design my game around a fast paced goal? This is really where most of my games' problems arise, and I'm trying to learn how to fix it. I feel that there have to be proven ways to just convey a faster pace in a game, and it is obviously not an unsolved problem in game design. To me, it seems like faster pace can come from:
1) Add more things to the screen
2) Make the player's input more emphatic
Point two might be hard to understand, because it's a little abstract. One example I can think of is say you have a Galaga clone. Application of this point could be as simple as making the player ship move faster per second, which gives more emphasis to movement than a sluggish ship trying desperately to cross the screen.
The Real QuestionIt can't be as simple as these two broad rules, and it's quite possible that I'm wrong about both. My question to anyone who reads this post is this: What are some ways you can think of to make a game feel faster paced? Are there any big rules you follow when designing a game in this way? I think that it could be important to discuss this subject, because it's something that a lot of people(or at least myself) could potentially overlook when trying to design a fast arcade-y game.
This is all just my gut feeling about things, so if something seems disorganized or just plain invalid, I apologize in advance. Nevertheless, some designers who might not consciously think about this should maybe try. I think it's an incredibly important strategy in precisely designing the experience you mean to.TL;DR: How do make fast game?