Philips Magnavox Videogames and the Entertainment Revolution Trigger Happy User Manual
Page 325
Trigger Happy
327
reactions are subordinated to the intelligent deployment 
of resources over time. 
The third way in which time and rhythm operate in
videogames is at a high structural level, where I’ll call 
it “tempo.”
47
This describes, for instance, the ebb and
flow of anxiety and satisfaction through the 
gameplaying experience. As games have become more 
complex and longer experiences, tempo plays an ever 
more important role in their pleasure. A game of 
Robotron or Defender, for example, induces a 
reasonably constant high level of stress for the ten or 
twenty minutes that it lasts. However, Tomb Raider III 
or Zelda 64, which can be played without restarting for 
hours on end, need to afford the player some breathing 
space at intervals, where there is no immediate danger, 
just as much as they need to invoke moments of 
extreme anxiety. This concept also involves Richard 
Darling’s comments in the last chapter about the 
distribution of rewards throughout a videogame. They 
can’t be constant (continuous reinforcement gets 
boring); they can’t be spaced out too far (not enough 
reinforcement). And neither rewards nor periods of 
relative relaxation must be spaced regularly, or they 
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47 I am not using this word in its technical musical sense, where a closer 
analogy might be “rubato.”