So I just now realized that my biggest weakness is pacing. It's probably going to take an extremely long time to rid of my habit of making my stories fast-paced...


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Self-proclaimed Puzzle Snob
Better fast than slow I always say.
Pacing is hard as hell. All I can really recommend is staring at things you feel have great pacing and try to absorb their skill via osmosis.
"My father told me this would happen."
Isn't faster pacing better than slow?

As long as you're not going at Boston Legal speeds, I think you'll be fine.
I agree with Isrieri.

Though I think you shouldn't be fast ALL the time, and the same goes for being slow. You have to keep a balance between the two. Emotional scenes and the like should be played on a slow, calm, and steady pace, so as to make the player experience the scene in all its intended glory. Exciting scenes should roll fast; like a giant wave coming from the ocen. It starts small. A peaceful ebb in the water's surface. Then it gains strength, speed, and power. And before you know it, that small wave becomes a colossus cascading at you with a mighty roar. It crashes, demonstrating its might; destroying all in its path. And returns back to the ocean, as small and peaceful as it had started.

But that's just how I see it ;p
Thanks guys. ;D

Though, on another note, though I agree that emotional scenes should be taken slow, while exciting scenes should fly by, what about other matters such as character development within pacing? I realize that this should be taken slow and steadily, as characters don't change instantly but over time,. Though, what should be added within the slow and steadily pace of character development? Or rather, the key to making your characters develop? (Which are emotional/deep/dark events taken place throughout the story) Should I make the events that give them character development all happen at once, or give them space?

If that makes any sense.
People either change when they have to (to adept to new challenges), or when they are very willing to do and start to think about what faults they might have. Usually, what character develop when they realize they have been doing some bad stuff for some specific and harmful reason.
So most often something bad happens, and later they realize what they need to take from it - that they need to be stronger to never let it happen again, or to not let anger take control of them or whatever.

The thing is, events happen, but characters don't immediately change. They need to realize what they've been doing wrong at that moment and what it did, which can or cannot happen directly afterwards.

I would still spread them, though. all happening at once is usually not a good idea. There can be a few things at once, but not all.
Well, not ALL at once, but rather than that I mean, basically, one occurring right after the other.
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