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The Case Against Gameplay Loops (2024)

blog.joeyschutz.com

41–50 of 59 posts

Re: The Case Against Gameplay Loops (2024)

#41
post #36

Earlier quoted context omitted.

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.

More than that evidently is non-obvious here. I am mainly concerned about the ruination of people. The fate of some niche and subparadigmatic school of ludic theory moves me little by comparison. (Of course I agree we need the humanities, but these are complex times when difficult choices may have to be made.)

But I appreciate this is more an article for the - what did they call it, for five minutes on Reddit a couple years back? "Shapecels?" That crowd, anyway, the ones who excel at abstract symbol manipulation yet reliably struggle to signify.

These days, with machines automating away the entire market for oldschool, artisanally human "shape rotation," faster than most members of any prior generation would even dare imagine - well, if this were the only thing I thought I could do well, I think I would be very worried.

Re: The Case Against Gameplay Loops (2024)

#42
post #29
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…

Pokémon was a slow grind and popular. Diablo was a grind too

Both games have gameplay loops that were ahead of their time. Relatively free exploration + combat + RNG "loot" constrained by needing to return to town to heal/restock.

Re: The Case Against Gameplay Loops (2024)

#43
(I'm a game designer, so I can't help but respond to this as a designer first, and not primarily a player)

I wonder how much of the issue here is the rise of the abstraction of "gameplay loop" itself as a lens that shapes what gets made.

One of the things that can keep a game fresh is players being unclear on where the border of play is, or what the range of the possible is. When I was playing Mario 64, say, I really wasn't clear on what was possible in the game, and so one of the main pleasures of playing the game was encountering new kinds of interactions and new kinds of activities embedded in specific space that I didn't know would be in the game. Same experience with Legend of Zelda: Ocarina of Time. As a matter of fact, this was true for me when I was first playing through the original Half-Life and the original Metal Gear Solid as well, or Castlevania: Symphony of the Night. The boundaries of the possible were not clear, and I had to play to tease them out. There was something like an implicit promise (because those games were violating my expectations early) that I might see and do stuff I hadn't seen and done yet if I stuck with the game.

Refined gameplay loops with variation are certainly cool and a great and an important tool, and many games I love do rely heavily on them (like, say, Slay the Spire, or the original Doom deathmatch as a kind of competitive play, or Street Fighter 3). But my general sense is that the more designers think in terms of game play loops, the earlier the edges of a game design and limits on the realm of the possible become clear for a player in a subconscious way. In a way, this is similar to a player noticing early that they seem to have heard all the music a game is going to provide, or seem to have seen all the enemies or weapons early - they recognize they've found all the novel stuff they're going to find, and everything going forward is going to be re-combinations and permutations. But I think it's a little harder to reason about when it comes to a player discerning the limitations of what kinds of play they will ultimately encounter, because it's a bit more subtle of an issue.

There's something here about the aesthetics of open-ended discovery versus the pleasures of achievement, I think, perhaps in something like a fractal sense.

I think there's a lurking development tension here, too. Constrained variations within game play loops can often help constrain arbitrary interactions in game play code, and arbitrary interactions in game play code make systems harder to reason about, and balance, and ensure stability, and modularly farm out different tasks to different developers. So I suspect there are development reasons for preferring these kinds of designs as well.

Re: The Case Against Gameplay Loops (2024)

#45
Children are entertained by open sandbox games like Minecraft and Robolox, where the narrative and gameplay loop are whatever they want it to be.

Adults have largely forgotten how to use their imagination, or how to set their own objectives, and when they play games they're mostly just chasing gold stars. They want to follow a list of instructions and then receive a pat on the head for having done so correctly.

I'm still in the kid-box, I want games where I can explore, experiment, and set my own goals. It's amazing how hard it can be to find games that simply drop you into a world with some some cool gameplay mechanics and let you go nuts.

Re: The Case Against Gameplay Loops (2024)

#46
post #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 lo…

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Re: The Case Against Gameplay Loops (2024)

#47
post #43

(I'm a game designer, so I can't help but respond to this as a designer first, and not primarily a player) I wonder how much of the issue here is the rise of the abstraction of "gameplay loop" itself as a lens that shapes what gets made. One of the things that can keep a game fresh is players being unclear on where the border of play is, or what the range of the possible is. When I was playing Mario 64, say, I really…

What you're describing I would categorize as "exploratory". Those games are fun and make good "big" games. The Portal series... early JRPGs... even the original Super Mario Brothers gave me that sense of not knowing where the boundaries are. You can have an exploratory game without much of a loop at all. But I also think exploration is unnecessary in some contexts. That's what I like about the field of games in general: they can look like a lot of different things and be good in a lot of different ways.

Re: The Case Against Gameplay Loops (2024)

#48

Earlier quoted context omitted.

> 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. The…

And yet with all these techniques easily available to them, modern filmmakers still churn out a lot of trash.

It’s a matter of taste and style, not technique or quality of gear.

But I don’t agree that old==good and new==bad. There was plenty of trash back in the day, and plenty of great stuff now.

Breaking bad had fantastic cinematography and it didn’t really use advanced techniques like dolly zoom, crane, drone, etc. It had buckets of style though. Compare it to one of its contemporaries, Dexter, which had completely unremarkable, boring, functional cinematography.

The single most important advancement for modern cinematography is to be able to instantly see what your shot is going to look like without having to develop film. This allowed filmmakers to shoot at night, use natural or diegetic lighting, etc. it used to be risky and require a lot of testing to do anything other than bathe your scene in bright light and then use even brighter stage lights for highlights, to give cameras enough light, and to ensure that performances and stunts are visible in the final product. This is way way more impactful than drones and dollies.

Re: The Case Against Gameplay Loops (2024)

#49
post #48

Earlier quoted context omitted.

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. The…

And yet with all these techniques easily available to them, modern filmmakers still churn out a lot of trash. It’s a matter of taste and style, not technique or quality of gear. But I don’t agree that old==good and new==bad. There was plenty of trash back in the day, and plenty of great stuff now. Breaking bad had fantastic cinematography and it didn’t really use advanced techniques like dolly zoom, crane, drone, etc…

I'd agree with all your statements. I don't think your statements disagree with the observation that on average cinematography has gotten better over time. I might have painted too broad of a brush, and I think you raise really good points.

Re: The Case Against Gameplay Loops (2024)

#50
I suppose I've reached a similar points with a decent number of games recently such as Claire Obscur or the Oblivion remake. The game isn't doing anything wrong but I just conclude that it's work and move on to something else. Still, there are a ton of very good movies on Tubi I could be watching, books I could be reading and a dog I could be walking. These are typically guilt-free loops unless the book is monotonous, so the advice is to read something harder.

As far as a game that didn't become a repetitive loop I'll praise UFO 50 for having a ton of challenging variety at least and you'll quickly discover a different challenge every time you switch to a different title. Overall I think what you need to recognize is not whether you complete a game, it's whether you feel rewarded for your time spent. If not, just plant a victory flag in whatever achievement you just obtained and move on, nobody will judge.

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