WizardExt wrote:The colors should be different, just as F0xHunter stated.
Red - High stress
Yellow - Low stress
I feel that the article looks too much into gameplay and the variation of gameplay elements. I think pacing and gameplay are different things and should have different charts.
Gameplay: Puzzle, Vehicle, Combat, Navigation, (None) - (Colors: White, Blue, Red, Green, (Grey))
Pacing: High stress, Mid stress, Low stress, (No stress) - (Colors: Red, Orange, Yellow, (Grey))
Thanks for sharing the article. Very interesting. Good tips about the testing the product. Would love to read more of similar stuff, concerning single player experiences and development.
Good job Coulianos!
I both agree and disagree on your comment

.
In half-life 2 pacing and gameplay elements are pretty much treated the same way, for instance puzzles and dialogue always have low pace, and arenas always have high pace. Collecting both a stress curve AND gameplay elements at least when doing an analysis of an existing game can be way to painful, however I suggest adding a stresscurve in the summary chapter (last page) if one finds it necessary. I didn't find it necessary in Project 25.
Whatever colors one would want to use is very individual I think. For me orange is more alarming than red, but you can use whatever color your want to. I'm not enforcing anything

. Using gradients instead of colours would be interesting though, ill try that.
Rotinaj:
Thank you for your comment, however I do believe I mention the things you mention but in a more subtle way in the summary chapter perhaps i should make it more obvious...
Thanks anyways!