Allow Players to Take a Break

Players may have various reasons for taking breaks while keeping the game running:

  • They may wish to engage in passive activities, such as watching other players who have joined the same session.

  • They may intend to perform tasks that are not convenient while in-game time continues to progress, for example:

    • Studying the HUD, menus, options, levels, and other user interface elements.

    • Reviewing the map of the game world.

    • Checking objectives and reading mission briefings.

    • Reading in-game books, databases, messages, or other lore content.

    • Listening to in-game audio recordings.

  • They may need to relax following a particularly challenging portion of the game, such as:

    • Intense action sequences involving combat or escapes.

    • Complex puzzles.

  • They may need to attend to real-world responsibilities, for instance:

    • Calming a crying baby.

    • Answering a phone call or responding to a doorbell.

In such and similar situations, players generally do not wish to lose progress due to a short period of inactivity, which may only span a few minutes.

When Time Does Not Pass

Players sometimes need to pause the game, temporarily halting all in-game progression. It is essential for players to have the ability to pause the game so they can be assured that no in-game progress will be lost during their absence. This feature is particularly important in single-player games. There are several possible methods for implementing a pause function.

Pressing a Pause Key

The game can be paused via a single keystroke, freezing in-game time while keeping the screen unobstructed by pause menus. The game should clearly indicate that it is currently paused.

While the game is paused, players should retain some control over the game environment, such as the ability to move the camera or browse menus and options. This allows them to:

  • Study the HUD, menus, rewards, settings, and level design.

  • Assess the current in-game situation.

  • Take a tactical pause.

Example:

In Company of Heores 2, the player can pause gameplay, devise a strategic plan by issuing commands, and then resume gameplay, at which point the game will execute the player’s plan.

  • Leave the gaming setup temporarily to attend to real-world matters.

Opening a Window

The game may also pause automatically when the player opens certain interface windows. This enables players to:

  • Review the game world map.

  • Check mission objectives and briefings.

  • Examine their inventories.

  • Read in-game books, logs, databases, or messages.

In Stronghold Crusader 2, players are allowed to pause the game and consult the in-game manual, which contains a wealth of useful information.

Credit: Firefly Studios. Screenshot captured by the author.

  • Listen to in-game recordings.

  • Explore various user interface elements.

  • Step away briefly to respond to real-world events.

When Time Passes

In multiplayer games, time should always progress. Allowing a player to pause the game mid-round would disrupt the session and negatively affect other players. Such a feature would not only be unacceptable but also provide an unfair advantage, as the pausing player would have more time to react, potentially altering the outcome of the game.

Opening a Window

In multiplayer games, opening in-game windows (such as the map or objectives screen) should not pause the game. Players can use these features to:

  • Review the game map.

  • Examine objectives and mission details.

  • Inspect their inventory.

  • Listen to recordings.

  • Read various in-game messages or databases.

In Tacoma, players can access and read messages from different characters during gameplay.

Credit: The Fullbright Company. Screenshot captured by the author.

Voting

One possible solution to the pause issue in multiplayer settings is a voting system. Players could vote to initiate a pause at the conclusion of the current scenario. To ensure clarity and fairness, players should be informed about the pause duration and any limits on the number of pauses allowed per match.

However, in scenarios where only one player remains in an online match, allowing a pause may be appropriate.

Spectating

Refer to Enable Players to Spectate Gameplay for further information.

Relaxing

In both multiplayer and single-player games, there may be moments when players wish to continue playing but need time to relax following an intense or prolonged challenge, such as a major combat encounter or escape sequence. Sustained pressure can be mentally exhausting and stressful, especially when the risk of failure is high. Therefore, it is advisable to provide safe zones or relaxing environments within the game where players can recuperate and enjoy a brief respite before continuing.

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