The core loop
Connect actions, feedback, and changed situations across seconds, sessions, and longer journeys.
A loop is a way to describe recurring play: perceive a situation, act, receive feedback, and encounter a changed situation. Not every loop needs currency or a prize. The change may be knowledge, a new position, a narrative response, or simply a pleasurable sensation.
Concepts
- Verbs
- Name what the player does: move, inspect, vote, trade, rotate. Be specific enough to sketch an interaction. “Explore” may involve several different verbs.
- Nested loops
- Distinguish a moment-to-moment interaction from the arc of a round or level and from changes across sessions. A run can reset equipment while the player retains knowledge.
- Why repeat?
- Explain what changes between passes. Opponents, new information, a chosen goal, expressive possibilities, or a developing story can renew an action. Repetition alone is not a defect.
- The stripped-down test
- Remove one layer to learn what it contributes. Placeholder art is useful, but sound, movement, and visual composition may be essential to the hypothesis. A rhythm game without music is testing a different experience.
In games
Hades ↗
Separate combat inputs, choosing a chamber reward, and returning after a run. Ask how changes at each scale influence the next decision.
Stardew Valley ↗
A crop task can contribute both to today’s plan and to a longer investment over the season.
Common mistakes
- Describing the shop rather than the play that makes earning resources worthwhile.
- Assuming every reward must be a numeric upgrade.
- Demanding that every isolated part be enjoyable without the context that gives it meaning.
Draw three nested loops
- Pick a familiar game and draw a four-step moment loop.
- Sketch a session with a beginning, change, and ending.
- Name what persists between sessions and why you would return.
Done when: Each loop names an action, feedback, a change, and a reason to continue.
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Check your understanding
Is “earn coins → buy upgrades → earn more coins” enough to explain a core loop?
Show answer
It describes an economy but leaves out the activity. Specify what the player does to earn coins and why that action is interesting.
Sources
- MDA: A Formal Approach to Game Design and Game Research ↗ Design framework · Robin Hunicke, Marc LeBlanc & Robert Zubek · 2004
- The Motivational Pull of Video Games ↗ Empirical research · Richard Ryan, C. Scott Rigby & Andrew Przybylski · 2006