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The Case Against Gameplay Loops

https://blog.joeyschutz.com/the-case-against-gameplay-loops/
36•coinfused•3h ago

Comments

latexr•2h ago
> For indies, the pressure to clear the 2 hour mark was hung ominously overhead when Valve updated their policy to allow refunds up to that threshold.

If the game is good, I doubt most people would return it. “The Dark Queen of Mortholme”¹ comes to mind. I didn’t really find it enjoyable (good idea, boring execution) but the reviews praise it and I do get why.

The game takes 30 minutes from beginning to end. Maybe you’ll do 90 minutes if you want to try multiple things, but you can do everything in under two hours. And yet it’s a success, not a return fest.

¹ https://store.steampowered.com/app/3587610/The_Dark_Queen_of...

swiftcoder•1h ago
A bunch of folks on social media used to crow about refunding the indie games they beat in under 2 hours. No idea how widespread a phenomenon it really was, but it certainly got airtime in gamedev circles
latexr•1h ago
That’s useful context, thank you. On the other hand, GOG allows refunds up to thirty days after purchase, which is much more ripe for abuse, and they seem to be doing fine (though I don’t know for sure, would appreciate some context there as well).

https://support.gog.com/hc/en-us/articles/360011314978-How-d...

Asooka•1h ago
The trolls (and haters) are always the most vocal. It was true 40 years ago and it is still true today: Do NOT feed the trolls.
sph•53m ago
There's plenty of sociopaths and people with not a lot of disposable money, but my theory is that as we (gamers) get older, richer, and with less available time, we will prefer the short and sweet experience over the 100+ hour game loop.

I know that's the case for me, and one of my favourite pastimes is install the little games from itch.io, which average at 10 minutes long, and just enjoy the naivety and craft that never overstays its welcome no matter how uncooked it is. You can have too much of a good thing; once I really cared about getting enough enjoyment/dollar, these days I'd rather spend $20 dollars for a good 2 hour experience, than find myself bored after 15 hours of the same.

jayd16•1h ago
Games fundamentally require loops because they require skill. You learn through failure and repetition.

Games have the trouble that users have very different appetites for the gameplay. Some want short games, some want 1000s of hours for their $50. Devs do their best to provide a reasonable amount of content. This means that the reality is that most will not 100% complete your game and so you need to tune accordingly.

Its not fundamentally wrong to play a game until you're satisfied. Ideally the game can be structured in a way that the core story thread can be finished by then but sometimes that just doesn't work out.

adithyassekhar•1h ago
If we are bring reductive, the grand theft auto games were drive here, shoot that kind of deal. Call of duty was shoot till objective completes until 4 came around. Those never felt repetitive to me because there was a story going on, there was a deep lore to the characters and places in the map and those were changing with me.

I can still replay them to completion. Feel relieved when help arrives after securing the little hill after normandy beach in call of duty 2. It takes so long but it’s worth it.

I’ve only ever felt the core gameplay loop repetitive on strategy games where every new challenge is the same one as last but bigger with a more complex inventory if that makes sense.

georgeecollins•1h ago
This is a good, thoughtful article.

Fun fact: Jeff Gardiner, who is quoted in the article, was hired by me for his first job in the video games as a junior level designer. Yay me!

amonon•59m ago
I really enjoyed this article, although I love games with gameplay loops and bounce hard off of games with narrative. I wonder what the author would think of Hades?
everdrive•57m ago
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 enemy design sucks, or the weapons feel bad, or the game just feels grindy.

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.

That is, a proven gameplay loop can still fall flat quite badly. Easy examples would be all the modern hero shooters / looter shooters.

It's also worth noting that the definition of what constitutes a "gameplay loop" is pretty loosely defined. 1993 Doom clearly has a gameplay loop in the strict sense of the word: start level --> get weapons / ammo --> get keys --> kill monsters --> exit level. But this feels much less mechanical and gameified than your average modern game which almost certainly incorporate things such as RPG mechanics / stats / level-ups / FOMO events, etc. The latter feels much more artificial and forced, whereas Doom feels like "just playing a game."

pipes•28m ago
I hate having endless options of what to do in a game. It feels somewhat similar to a day at work. Flow state is impossible when I constantly feel opportunity cost.

I think modern games focus mostly on content rather than figuring out what is an enjoyable feeling.

These days I mainly only play arcade racers from the 90s as they feel mindful somehow, instant flow.

order-matters•8m ago
compeltely agree, i feel like more and more games are forgetting to find an actual game. they combine some mix of achievement/gameplay loop and story or account progression and keep you busy feeling like youre still figuring the game out. But i think it is riding on the coattails of great games of the apst that ultimately rewarded players with "end game" experiences after they invest all the time in figuring the game out. Now they only need to be jsut convincing enough that the end game might exist and then never deliver on it, and they get paid and get users but ultimately no one remembers their experience with the game that well, and attitude towards gaming overall takes a hit.

the solution is to get back to identifying what the mechanic (or set of mechanics) actually is that is fun. It should be fun without the loop and then the loop gives you something to optimize and showcase skill. I think of Golf, where the fundamental game is hitting a ball into a cup in the ground. thats a fun way to kill time at the fundamental level for a lot of people. then the gameplay loop comes in for scoring, different courses with obstacles, specific things to hit the ball with, all sorts of things that let you capture the feeling of just hitting the ball with a stick into a cup and add more and more nuance to it which motivates replayability.

heyalexhsu•57m ago
Interesting read. Nowadays, for most games, I do a few game loops and intentionally don't finish them. As a dad with two kids, I simply don't have that much time.

So I don't like games that have replay value or "endgame". I don't mind game loops but I want a game that finishes in 2-12 hours. 2 games that came to mind are Inscryption and Chants of Sennaar, both took around 12 hours and gave me a mindblowing experience.

SiempreViernes•51m ago
> 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: there's just not obvious how one helpfully compares the Lord of the Rings book with the video game Celeste.

jayd16•36m ago
Ironically they leave out a real comparison to television shows, or episodic content like comic books. Are these forms of media broken if you don't watch every episode of every season of a show? Doubtful.
jeffbee•23m ago
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.
nottorp•31m ago
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 acceptable in single player games as well.

throwanem•6m ago
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.

bena•26m ago
I've been playing Like a Dragon: Infinite Wealth, trying to clear my game backlog as it were.

I think what the series does is to have multiple gameplay loops. Like a Dragon is the rebranding of the Yakuza series, of which Infinite Wealth is the 9 mainline entry in the series.

Yakuza 0-6 were effectively role playing games where the conflict resolution mechanism was a beat-em-up/fighting game. Seven represented a rebranding of the series and 8 is Infinite Wealth. These games change the core conflict resolution to a straight up Japanese RPG system.

However, in every game, there are minigames and sidestories to complete. They include racing circuit cars, Pokemon style battles, darts, pool, bowling, batting cages, management sims, mahjongg, poker, blackjack, koi-koi, dating sims, etc.

So I think they've addressed the problem by just giving you a lot of different gameplay loops, with the main story just a vehicle to allow you to get from loop to loop.

throw4847285•25m ago
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 the shortest narrative game has a "loop" of some kind.

Honestly, when I read essays like this I always have to ask: have games changed, or have you? I had what felt like infinite time as a kid to devote to gaming, and as I've aged, my relationship to video games has changed substantially. I can relate to wanting more bite sized experiences, but then again, a single run of a roguelike, the ultimate "gameplay loop" can feel just as satisfying as a short narrative game.

There are plenty of valid complaints to lodge against modern game design, but I think the author's framing is flawed.

watwut•19m ago
> 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 too difficult at some point.

StilesCrisis•3m ago
World of Warcraft is twenty-two years old and perfectly exemplifies all of the author's complaints about game loops. It's not a new phenomenon.
pwillia7•16m ago
I almost never finished games even back in the 90s/2000s. I think it's because of how long they are compared to movies and even tv shows. You also (especially back in the day) had to 'rewatch' the same part over and over until you could beat it
StilesCrisis•4m ago
I completely agree with your analysis. Gameplay loops are fine. The author is just in a different stage of life and appreciates different things now.
pwillia7•14m ago
No game loop feels impossible unless you're just making a movie you click through...

Game loops should be invisible as once a player can see or sense them it breaks the immersion.

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