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Designing the Core Loop Print

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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.


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