The repeated activity.
WHAT TO IDENTIFY
What the player does most often.
WHAT TO ENSURE ABOUT IT
It is enjoyable on its own, hundreds of times.
HOW TO TEST THAT
Build it, and play it repeatedly without any other content.
WHAT MAKES A LOOP SATISFYING
Immediate, legible feedback Skill that visibly improves Small variations preventing monotony A rhythm of tension and release
WHAT LOOPS AT DIFFERENT SCALES MEANS
A second-to-second loop, a minute-to-minute loop, and a session-level loop.
WHY THAT LAYERING MATTERS
Each provides a reason to continue past the completion of the smaller one.
WHAT AN EXAMPLE STRUCTURE IS
- Moment: act and respond
- Minute: complete an encounter
- Session: advance a goal
WHAT TO CHECK
That each level has a clear completion and reward.
WHAT BREAKS LOOPS
Downtime with nothing to do Repetition without variation Rewards that stop mattering Goals that are unclear
WHAT TO MEASURE IN TESTING
Where players stop.
WHY
It identifies the point where the loop stops holding them.
WHAT TO FIX FIRST
Whatever precedes that point.