Pacing is an incredibly important concept in game design. Pacing can be defined by the ability of a game to remain fun and novel for a player throughout the beginning, middle, and end of the gaming experience. In other words: for a game to end while you are still having fun. Otherwise perfect games can be destroyed by bad pacing, even if you had immense amount of fun while playing, simply because you often remember your final experiences with a game more than the first ones.
Pacing is also almost entirely subjective, often depends on variables outside of designers’ control, and is sometimes impossible to force.
I was thinking about pacing the other night as I was playing Fallout 4. I am basically at a point in the game where what I do doesn’t matter. I am level 46, I walk around in the highest-level Power Armor 24/7, I have 25,000+ caps, and have more than enough supplies to build whatever kind of Settlements I want, if I ever cared to do so.
There is nothing left to challenge me. This fact was rubbed in my face last night when I fell down into a basement area and a Legendary Alpha Deathclaw walked into the room, 10 ft away. I shot it with a Gauss Rifle around 3-4 times and it died, never having the opportunity to even attack. This is on Survival difficulty.
For all intents and purposes, I am done with the game. But the game isn’t done.
This is not Fallout 4’s fault, per se. RPGs are always tricky to balance, even when they are on rails, simply because grinding XP to out-level challenging content is a pretty standard, time-tested strategy. Add in an open world, and pacing pretty much goes out the window. Or, at least, there is an implicit expectation in open-world games that the player will supply their own pacing.
Unfortunately for me, I am utterly incapable of pacing myself.
At this point, what I should be doing is ignoring everything but the main story and plowing forward. And that is precisely what I keep intending to do. At the same time, I do not anticipate playing Fallout 4 again until after the first DLC get released, at a minimum. In such a scenario though, there is always the possibility that I put a game down and never pick it back up again. I would rather breeze through trivial encounters in order to experience interesting side quests than possibly never see them at all.
Of course, I would rather experience them in a challenging, tightly-paced manner even more.