Perspective · Berlin
The pacing problem
Sohrab Mostaghim · 16 August 2026 · 8 min read

Key claims
- Simulation training fails as either an unfinishable slog or a shallow summary: that is a pacing problem, not a content problem.
- Empty time is the gap between meaningful decisions; skilled pacing compresses it without erasing texture.
- Montage is not skipping: it is a judgment about which moments earn full depth.
- A full sales cycle can fit a finishable session when connective beats narrate and turning points play live.
- Deliberate practice, flow, and open conversation are necessary; pacing decides whether a long process can be rehearsed at all.
The pacing problem.
The wall nobody names
Every simulation built to teach a real skill, in enterprise sales enablement or anywhere else, eventually runs into the same wall, and almost nobody building one names it directly.
Play out every moment in full and the exercise collapses under its own length. A realistic sales cycle involves weeks of research, a dozen follow-up emails, three scheduling delays, and a stakeholder who goes quiet for nine days before resurfacing. Simulate all of it at the same fidelity as the conversation that actually matters, and a training session that should take an hour takes eight, and almost nobody finishes it.
Summarise everything instead and the exercise goes shallow. Compress the whole deal into a slide that says you navigated procurement and closed the deal, and there was nothing to rehearse. No moment where a real decision under pressure got made, no argument that had to be built and defended in real time, no chance to be wrong and feel it. The learner reads an outcome. They do not practise a skill.
Almost every simulation-based training tool on the market picks one of these two failures and lives with it. The ones that go deep only manage a single short scene, one call, one objection, because going deep on everything is not economically or humanly possible. The ones that cover a full process do it by narrating outcomes rather than playing them out, which means there was never a real skill being exercised in the first place. This is the same tension sitting underneath most gamification-of-training initiatives that look impressive in a pilot and then quietly stall: the mechanics were borrowed, but the pacing behind them never was. Nobody seems to have noticed that this is a pacing problem, not a content problem, and pacing is not a new problem. It has a fifty-year body of design practice behind it. It just was not built by software people.
The part that is already solved
Some of what makes a simulation work is well understood, so it is worth naming briefly rather than treating as news. Anders Ericsson's research on deliberate practice established that expertise comes from repetition paired with specific goals and immediate feedback, not from repetition alone, and most corporate training still delivers feedback on a quarterly review cycle instead of in the moment a decision was made. Flow research established that engagement depends on difficulty tracking the person's actual skill level, not staying fixed for everyone regardless of experience. And branching dialogue systems hit a ceiling fast: they are expensive to write, expensive to test, and structurally incapable of covering the objection nobody predicted in advance, which is usually the exact objection a real buyer raises.
Those three findings explain why a good simulation needs fast feedback, adjustable difficulty, and open-ended rather than pre-scripted conversation. None of them explain how to make a simulation of a long process actually fit inside a session someone will finish. That is a different problem, and it is the one worth spending real time on.
What a fifty-year-old design practice already figured out
Tabletop role-playing games have been running long, high-stakes narratives inside fixed session lengths since the 1970s, and the discipline that makes it possible has a name most instructional designers have simply never encountered: pacing as an active craft, not a byproduct of good writing.
Justin Alexander frames a game master's central job as eliminating empty time: the gap between one meaningful decision and the next. When a player states an intention, a competent game master frequently cuts straight to the moment that intention succeeds or fails, rather than narrating everything in between. Practitioners who document session-running technique give this a rough working density: roughly one real scene of consequence per longer stretch of connective time, with prep effort concentrated on the handful of scenes that will actually matter and almost none on the tissue between them.
The tool that does the connecting is the montage, and it is worth describing concretely because it is more precise than skip the boring part. A travel sequence does not get cut to nothing, and it does not get played turn by turn either. A week of wilderness travel becomes three sentences: a light rain over the plains, a lunch break under a lone tree, camp made before dark. Enough texture that the time was real, none of the tedium that would come from playing it out. The same technique compresses routine resolution that would otherwise burn twenty minutes into three.
None of this is laziness, and none of it is the same as just skipping content. It is a judgment call, made continuously, about which seconds of a story are worth a player's real attention and which ones are only worth acknowledging happened. The skill is not summarising. The skill is knowing, correctly, which parts deserve to be summarised, so that the parts that do not get the room's full, undivided depth.
What this looks like applied to a sales cycle
Translate that discipline directly onto a B2B deal and the shape of a well-paced simulation becomes obvious. The three weeks and eleven follow-up emails it takes to land a meeting with an economic buyer are empty time. Nobody's judgment is meaningfully tested by the wording of a scheduling email, so a well-designed simulation should not force anyone to write eleven of them. It should compress that stretch into a single line, in the spirit of the wilderness-travel montage: after two follow-ups and a rescheduled call, the meeting is confirmed for Thursday.
The sentence the economic buyer opens with when that meeting finally happens is not empty time. That is the scene the entire compressed stretch was building toward, the moment where a real decision under real pressure has to be made, and it is exactly the moment a well-paced simulation slows all the way down and plays out in full, turn by turn, with room for the buyer to raise an objection nobody scripted in advance. The design judgment is not which moments to include. It is which moments earn that kind of depth, and which ones are honestly served by three sentences and a jump cut.
At Game Is Serious, this is the specific principle behind how Deal IQ structures a session. Territory planning, account research, and routine follow-up move in narrated beats, the same density tabletop session craft describes: roughly one real scene of consequence for a longer stretch of connective time. The stretch where the deal actually turns, a sceptical stakeholder pushing back, a MEDDPICC qualification conversation that has to hold up under real scrutiny, gets played out live, with continuity so that a decision made earlier in the session still has weight by the time it reaches a close. That pacing discipline, not any single mechanic layered on top of it, is the reason a full deal cycle can fit inside a session someone actually finishes.
Why this is the part that matters
Deliberate practice, adjustable difficulty, and open-ended conversation are necessary conditions for a simulation to teach anything real, and they are reasonably well understood by now, even if most training software still ignores them. Pacing is different. It is the condition that determines whether a simulation can cover a process with any real duration at all, a full sales cycle rather than a single call, without collapsing into either an unfinishable slog or a summary with nothing to practise. It is also the condition almost nobody in this category is discussing, because the people who solved it were running campaigns around a table, not building software.
The useful question for evaluating any gamified sales enablement simulation, or any training tool built the same way, is not only whether it gives a learner real stakes and real feedback. It is whether whoever built it understood, scene by scene, which moments deserved the room's full attention and which ones did not, the way a competent game master has always known which week of the story to compress into a sentence and which single line of dialogue was worth the whole session slowing down for.
If you want the market-timing argument for why simulation infrastructure is possible now, read The open-world shift. If you want system-before-sugar, read Design practice people will enter. If you want the short buyers guide, use AI buyer simulation evaluation. Here the line is simpler. The pacing problem.
Enter one deal practice. No login.
Frequently asked questions
Why do simulation-based training tools either take too long to finish or feel shallow?
Most simulation tools pick one of two failure modes. Playing out every moment of a realistic process at full detail makes the exercise too long to finish. Summarising the whole process into an outcome removes the decision-making the exercise was meant to rehearse. That is a pacing problem, and it is largely unaddressed in training software design.
What is empty time in game design and why does it matter for training simulations?
Empty time is the gap between one meaningful decision and the next: stretches that do not need to be played moment by moment. A skilled game master compresses empty time into brief narration so attention stays on real decisions. Applied to training simulation, that is what lets a session cover a long process, like an entire sales deal, without becoming unfinishably long.
What is a narrative montage technique and how is it used in tabletop RPGs?
A montage compresses a stretch of time, such as travel or routine activity, into a few sentences of atmospheric narration rather than playing it out in full or skipping it entirely. It keeps enough texture that the time felt real without the tedium of resolving every detail. It is a deliberate pacing technique, not laziness.
What already-solved design principles matter for simulation-based sales training?
Deliberate practice research shows expertise needs immediate feedback, not delayed review. Flow theory shows engagement depends on difficulty matching skill. Branching dialogue trees are expensive and structurally unable to cover objections nobody anticipated. Those are necessary. Pacing is what decides whether a long process can be rehearsed inside a session someone finishes.
References
- The Art of Pacing (Justin Alexander / The Alexandrian)Article
- Using Cinematic Montages in RPGs (Alphastream)Article
- Deliberate Practice and Acquisition of Expert Performance (Ericsson, 2008)Article
- Branching Conversation Systems and the Working Writer (Alexander Freed)Article
- Scenes, the Catch-All Step of the Lazy Dungeon Master (Sly Flourish)Article