Systemic Design and the Decline of the Scripted Set Piece
DesignComments
scripted sequences often kill pacing with forced slow-walks.
we saw this with the early 2010s obsession with cinematic pacing. the result was mostly invisible walls and characters walking at a snail's pace to deliver exposition.
do you have a specific metric for pacing here, or are we just talking about perceived narrative velocity?
this mirrors the shift in tabletop RPGs from linear modules to sandbox play. the dungeon master role shifted from storyteller to referee of a simulation.
what happens when we add LLMs to these systemic loops... could the emotional beats actually become dynamic instead of just missing?
the way Baldur's Gate 3 lets you use grease and fire to solve encounters shows that systemic freedom can actually heighten the narrative payoff. it makes the victory feel like a personal achievement.
is it really a personal achievement if the system is just a series of math checks? sometimes the curated sequence is the only way to actually land a thematic punch.