What are Game Loops
A specific set of steps that designers use to evaluate, refine and visualize potential structures and the problems that come with them.
- Loops are used as a visual bridge between design and other departments
- Loops help to get an impression of a design concept in its entirety
Main loop types
- Core loop
- Feature/Event loop
- Meta loop
Tools
- Machinations: https://machinations.io/
- Photoshop
Syntax
- Pool: Contains a resource/defines a state
- Gate: Serves as a decision point between multiple pools
- Source: Creates new resources/serves as a starting point
- Drain: Removes resources
- End: Ends the loop
Core Loop
Core loops showcase the most high-level interaction the player has with the game and how it moves the player through it. They are generally useful to showcase what the main activity of the player will be and showcases that features supporting this activity should have priority.
Core loop:
- Showcase the high-level game experience
- Used to quickly summarise the product
- It is often useful to have a detailed version of the core loop
- Helps to present the product
- Helps to keep the product structure in mind
Use this to define your unique selling points and core pillars. Unique selling points or often USPs define what makes your project stand out next to other products. Core pillars define the main elements that define your games and are usually closely related to the elements of your core loop these pillars build the guiding principles for all decisions made about the projects and almost everything built for the project should support at least one pillar. As an example, the pillars of “Legend of Zelda: Breath of the Wild” are: Exploration/Movement/Scavenging/Options.
Feature/Event Loop
Showcases the detailed interaction the player has with every feature/event the game offers. A project will usually be built out of many feature/event loops and each of them can be dissected to check if the feature/event does not have the intended outcome or if the users don’t understand its purpose or how to use it.
- Explains a single feature or event in detail
- Can be viewed together to get an impression of the entire product
A short list of features/events that Metroid contains in its core loop
Main Game Interaction: Explore
- Combat scenarios
- Boss fights
- Puzzles
Result of Interaction: Find Upgrade
- Unlock new tool/weapon
- Increase game knowledge
Change based on Interaction Result: Unlock new areas to explore
- Defeat a boss
- Use a new Upgrade
Meta Loop
Describes why the users want to play the game and what they gain out of it or why they would like it. Meta loops explain long-term player motivations, why they are important to the player and how the game enforces them.
- Describes long-term player motivations
- Describes why the player should be motivated to come back to a project
- Defines progress made while experiencing the core loop
Combining Loops
The different loop types for a project should fit into each other describing how something is accomplished or for what purpose it should be accomplished.
- Game loops should reinforce each other
- Most feature loops should improve an element of the core loop
- Going through the core loop should progress an element of the meta loop
- Thinking about the meta loop should engage the player in the core loop
- Feature loops make actions understandable and interesting
- Core loops make playing the game enjoyable
- Meta loops make the actions meaningful
Additional Reading
Game Loops
https://www.youtube.com/watch?v=Sk-nbAtIUko
https://www.youtube.com/watch?v=PMj8Q4ViKzs
Game Pillars:
https://orioldedios.github.io/Game-Design-Pillars/
Creating Loops
Game Mechanics: Advanced Game Design; Ernest Adams, Joris Dormans