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The Case Against Gameplay Loops (2024)

blog.joeyschutz.com

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Re: The Case Against Gameplay Loops (2024)

#31
I'm not sure the author realizes just how formulaic books, TV shows and movies are.

For movies, a hugely influential book in Hollywood is Save the Cat [1]. Once you understand this structure, you'll see it everywhere and it's quite prescriptive. Certain milestones are hit at a very specific percentage way through the movie.

Books and TV shows tend to follow the Three Act Structure [2]. Those turning point events will match up pretty closely to 25%, 50% and 75% through a book.

So the author doesn't really define gameplay loops and, reading through it, I'm not sure they know exactly what they mean. I say this because the first paragraph mentions things like "2 out of 5 chapters complete" and other such familiar elements. That's not really a gameplay loop. That's a convention. And there are lots of them like in-game achievements, cosmetics, load outs, etc.

Think of any battle royale game and you'll find the same elements across the genre. A drop in, supply drops, abilities and/or weapons and so on. Fortnite, PUBG, Warzone, etc can have 95% of the same features mapped across each other.

Roguelikes have many of the same conventions: gear acquisition, power progression, dungeon delving, etc.

New genres don't come around that often and a lot of what we're talking about here is really genres.

A gameplay loop is really the cycle of action, reward and progression. The issue isn't how repetitive this is, it's how repetitive it feels. Take a game like GTA or RDR. It absolutely has gameplay loops with missions/quests. Or Breath of the Wild has shrines. But these games are beloved in spite of that.

I think the underlying problem is that big companies in particular want a repeatable, proven formula for all content. That's something that can be tracked and is predictable. Doing something novel or innovative is far riskier and really a lot harder.

I'm reminded of a scene from The Office where Gabe said "Maybe the filmmaker realized that even narrative is comforting" in response to this disturbing genre of horror movies he liked.

At the end of the day, games are fundamentally different to books, movies and TV shows because the time played is highly variable. You do have more linear story telling games (eg the Walking Dead, etc) but repetition isn't really the problem (IMHO). I think the author is really reacting to nothing in their chosen genre feeling fresh. It feels samey. I don't think gameplay loops are the reason for that.

[1]: https://en.wikipedia.org/wiki/Save_the_Cat!:_The_Last_Book_o...

[2]: https://en.wikipedia.org/wiki/Three-act_structure

Re: The Case Against Gameplay Loops (2024)

#33
post #21

The fact that this article does not mention the word "roguelike" once is quite telling. The argument that gameplay loops are a relic of arcades falls flat when you realize that Rogue came out in 1980, the same year as Pac-man. The entire argument falls flat when you realize that a gameplay loop is simply another way of explaining the means of interactivity, and interactivity is core to the idea of video games. Even t…

> have games changed, or have you? Yes the games changed. I think that the claim the games did not changed would be absurd to anyone who looked at games in the past and is looking at games now. We changed too, sure. But kids dont finish games, typically either. And I dont even think pac-man is a good example here, very few people finished pac-man - but the game itself was not meant to be finished. It was meant to be…

You missed my point. The author argued that gameplay loops are a holdover from quarter munching arcade machines. I used Rogue as proof that this is at best an incomplete account. I simply mentioned Pac-Man as the beginning of the arcade boom, which happened to come out the same year as Rogue, a computer game with a much more addicting gameplay loop (in my opinion).

Re: The Case Against Gameplay Loops (2024)

#34
post #20

> For books, I track my reading habits and I finish around 85% of the books I start. For games (which I do not track diligently…) there is no way I am even hitting 33%. I do not finish games. But it doesn’t seem to be something about my media habits at large, Here I spontaneously wondered how many of his meals Joey finishes, that feels like it would be about as relevant information as the two numbers he gives here: t…

A person who says that Celeste did not need all of its levels to tell its story did not pay any attention to the story, or is not able to empathize with the character. Also if this person bounced off Celeste then they probably saw 5% of the content, not the 33% they suspected.

The claim is not that they play about 33% of every game but that they completely finish about 33% of all games they play.

Re: The Case Against Gameplay Loops (2024)

#35

A lot of modern games have put a lot of time into their gameplay loop, and in part, this is why a lot of modern games feel like work. Focusing on this too much really can crowd out spontaneous fun. A gameplay loop also does not guarantee that a game is fun. Your loop might be: deploy --> shoot bad guys --> loot things --> come home --> process loot. None of this guarantees that the game is actually fun. Maybe the ene…

> In this way, it feels a lot like modern movies: in a lot of cases, cinematography seems to be some sort of objective science which has mostly just improved. And nowadays even a fairly bad movie will have great cinematography. It's just that the writing / plot / acting / etc. are quite poor. I vehemently disagree with this. Cinematography has gotten substantially worse in the last 15 years or so. Your run of the mil…

There's a lot of room for nuance here and I'll bet we disagree less than it sounds. I would agree with you that blockbuster movies do cinematography badly. But take your random crappy low-budget horror movie, and compare the cinematography to an equivalent film from the 1970s. The difference is stark. Techniques such as Hitchcock's dolly zoom, or the "power" shots from Citizen Kane are well known and widely used. They're easy to reproduce, but take brilliance to initially envision. Combine this with some of the modern technology; drones, camera stabilizers, etc. and things get taken further Try looking at a car chase from your average 70s film: you'll get a very shaky shot because it's filmed from inside the car, and in most cases the footage will be sped up because it wasn't save enough to film the real event. You end up with something which is totally implausible. The same for flyover shots -- previously these would be done in a helicopter and you'd get an incredibly shaky distant shot, but now anyone with any budget can put an amazing drone shot in a film for no money whatsoever.

Re: The Case Against Gameplay Loops (2024)

#36
post #16

It really depends on the loop, but modern games try their damnedest to ruin the experience. Number one is of course "free" games, where the loop is infinite and designed for you to give in and get IAPs to accelerate it. But the problem is older than that. I kind of blame it on a generation of designers that spent a lot of time in world of warcraft and its successors and somehow decided having a slow grind is acceptab…

World of Warcraft damaged lots of people. My own circle saw a couple of casualties - jobs lost, marriages failed, promising professional careers left by the wayside, all for the sake of more time with that grind. The fellow I knew who hit it huge in EVE Online was a casualty of another kind. But then, I did know him before, and he really was always pretty much that way.

That's the obvious part. The non obvious part is ruining game design.

Re: The Case Against Gameplay Loops (2024)

#37

The fact that this article does not mention the word "roguelike" once is quite telling. The argument that gameplay loops are a relic of arcades falls flat when you realize that Rogue came out in 1980, the same year as Pac-man. The entire argument falls flat when you realize that a gameplay loop is simply another way of explaining the means of interactivity, and interactivity is core to the idea of video games. Even t…

I play roguelikes tons and agree with the article's analysis.

A lot of these games feel like the "game loop" only exists as a project management tool to refine the game's release rather than to refine enjoyment. It's made so much worse with games that are in early development where EA feels like just a refinement of the loop rather than refinement of enjoyment .

It's hard to explain, but it feels like a symptom of loop focus over gameplay is that the game peaks suddenly and hard but expects you to keep going.

A game that illustrates how to break past that point is noita -- there's definitely a gameplay loop.. but it's made in a way where the loop is eventually recognizable as not actually the full game. It then goes from being a gameplay loop to a stream of play that doesn't need to loop on itself.

Really, I wish game devs, both indie and otherwise, would try to break out of these loops more readily.

Re: The Case Against Gameplay Loops (2024)

#38
post #21

The fact that this article does not mention the word "roguelike" once is quite telling. The argument that gameplay loops are a relic of arcades falls flat when you realize that Rogue came out in 1980, the same year as Pac-man. The entire argument falls flat when you realize that a gameplay loop is simply another way of explaining the means of interactivity, and interactivity is core to the idea of video games. Even t…

> have games changed, or have you? Yes the games changed. I think that the claim the games did not changed would be absurd to anyone who looked at games in the past and is looking at games now. We changed too, sure. But kids dont finish games, typically either. And I dont even think pac-man is a good example here, very few people finished pac-man - but the game itself was not meant to be finished. It was meant to be…

The way the author defines loops is so broad that every single 90s game I can think of has them.

Re: The Case Against Gameplay Loops (2024)

#39
post #20

Earlier quoted context omitted.

A person who says that Celeste did not need all of its levels to tell its story did not pay any attention to the story, or is not able to empathize with the character. Also if this person bounced off Celeste then they probably saw 5% of the content, not the 33% they suspected.

The claim is not that they play about 33% of every game but that they completely finish about 33% of all games they play.

I understand. But even people who get to the credits of Celeste might not be aware that they're maybe 20% of the way through the game.

Re: The Case Against Gameplay Loops (2024)

#40
One beautiful thing about loops is that they allow smaller teams to create games. The loop is content and takes real, hard work. When you play a "do everything" game like Breath of the Wild or one of the modern Final Fantasy games the amount of content is staggering and completely unapproachable by most small teams.

Another beautiful thing about loops is that they enable short sessions. I love games like this. You can sit there for a few minutes, enjoy your time, then move on to other things. Wordle is like this. I love games that are content to be played occasionally.

I like your example of Bolero. This is a good formula for longer games: iterate on the loop and have it slowly transform and crescendo as the game moves on. I would argue one mistake some games make is that they want a lengthy game but they don't do the Bolero thing; the experiences late in the game are not meaningfully different from the experiences earlier in the game. Even games without stories have an arc, and if you don't manage that arc then yeah I can see why people would end up getting bored.

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