week 6 – Feedback + Game Loops + Game System

In Monday’s lecture, we went into different game table genres with our classmates; I was in the game table ‘Horror’, where we took turns describing our game concepts and gave each other feedback.

The feedback from my game:

  • Gabby : Creating a different scenario – The third date could be an hidden date that can only be unlocked after the second date, when he saves you and you have the option of giving him a chance; unfortunately, he is the worst date of the three.
  • Esi : Similar to an old dating game called ‘7 dates’ – I can give the option where the player is deciding choose what they say during the date ultimately affecting the outcome of the dates.
  • Maja : Why does ‘Violet’ want to date, what is her personal reasons as to why she wants a significant other?

On thursday we had a guest talk with Venezia whos a senior system designer , made games for 100m players , games for good studio cofounder , worked across mobile, indie , AAA.

  • Game design pillars :
    Guiding light : considering game pillars for development ( how does every feature contribute to my game?)
    3-6 pillars (3-4 pillars features) , Concise , Adaptive
  • Star Wars outlaws case study :
    rich and reactive open world
    Full of opportunity led by reputation

Loop categories :

Core Game Loops handle moment-to-moment, highly-repeatable player actions within the game – its core mechanics, decisions, and possibility space. They deal with shorter-term goals and the player repeats these loops multiple times to make permanent progress.

Meta Game Loops handle the repeatable actions outside the core gameplay – long-term progression, motivation systems, medium to long-term goals, feature unlocking, story progress, permanent ownership, and more.

The Meta-Game :

referred to as “the game beyond the game.” These are systems that wrap themselves around the core gameplay and often affect it. If the core gameplay is the heart of the game, the meta game is the blood that pumps through it.

Meta game significance:

  1. Long terms goals
  2. Player progress
  3. Game depth
  4. Player motivation

Documenting systems 

  • brief overview 
  • User story and goals
  • How does it work 
  • Put it in a table

Writing user stories: As the player I want more rich dialogues so that I could get different endings from the decisions I picked


Overall, the talk helped me realise I need a game loop , to try and document system and look towards creating my game pillars.

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