For the first part of the lecture, we received feedback on our game concepts. We were sorted into different groups such as horror, narrative, etc. Although narrative is an important element in my game, I was part of the ‘horror’ group. My classmates gave me some recommendations on media that could inform my ideas and flesh out my research. Needy Streamer Overload is a video game with a slightly similar premise as the player is a manager for a livestreamer, and has to help her achieve her goal of reaching one million followers within a month. I was also recommended two films with similar themes: Substance (2024) and Whiplash (2014).
Game Loops and Game Systems
What makes a good game loop?
- The player has an opportunity to ‘grow their skills’
- Can be used as an alternative to simply creating more content
- Provides a consistent unifying experience so that players know what they’re getting into.
On Thursday, we had a guest lecture from a Senior Systems Designer and alumni, Venezia, about game pillars, loops, and systems.
Game Pillars:
- These pillars are the guiding light on the overarching game vision.
- 3-4/6 pillars of the most important concepts for the game keep prioritisation clear and the team aligned.
- Good game pillars are concise and specific, with a title and 1-2 supporting sentences. Every phrase must enhance our understanding of what the game is about.
- Game pillars should be reviewed and adapted as the project grows.
Game Loops:
They are the chains of repeatable actions that form the flow that players experience. These sets of game mechanics help players make progress and achieve their goals within the game.
Core Game Loops
- Highly repeatable
- Core mechanics
- Core decisions
- Short term goals
Meta Game Loops
- Long-term progression
- Motivation
- Story progress
- Medium to long-term goals
Loops by Time
Second-to-Second
- Most granular and repeatable
- Simpler
- E.g. Fighting enemies
Minute-to-Minute
- Short-term goals and progression
- Key to progression
- E.g. Collectibles
Hour-to-Hour
- Medium-term goals
- Permanent progression, complex goals, and new mechanics
- E.g. Bosses
Making Loops:
- Player actions – list or write one sentence of the core actions the player will perform and connect them.
- Resource flow – Note down the flow of resources gained from those actions. This gives a sense of progression flow to player goals, allowing the designer to map time units to resources.
(insert image of game loop)
Meta Game Loops:
- Long-term goals
- Player progress – progress is key to keeping players excited and engaged
- Game depth – giving players tools for decision-making, replayability, etc.
- Player motivation
Writing User Stories:
E.g. As a [player], I want [a variety of items I can earn and use in each match], so that [I can make my champion stronger and tailor a build to my playstyle].
- As [Blank] – Who?
- I want [Blank] – What do they want?
- So that [Blank] – Why?
As a [player], I want [to dress up the characters in luxurious clothes and styles] so that [they can live vicariously through, and experience 50s Hollywood].
Key Takeaways:
- Pillars are guiding lights
- Map actions and resources in loops
- Meta systems are for the long haul
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