It is not often that I visit gaming forums because they are full of fanboys and people just wanting to argue, but This post on Adrenaline Management is very interesting.
I already understood about the pacing of games and that too much for too long was bad, but to think of it as Adrenaline Management is a different approach for me.
Sheer brings up some excellent examples and I too was one of those people who got terrible annoyed and tired with the flooding Flood in Halo AND Halo2 (I can't believe they did it twice) the Flood isn't so bad in Halo2, but WHY!
This is an interesting subject to consider, but regulated gameplay is boring. So Adrenaline Management isn't about making sure there isn't too much or too little action, or even using that as a gameplay element like in the survival horror genre, but instead making sure a game doesn't do anything stupid like Bungie did in Halo2, or like ID did with Doom3.