Difference between revisions of "Positive Feedback Loops"
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[[Category:Dynamic Patterns]] | [[Category:Dynamic Patterns]] | ||
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[[Category:Needs revision]] | [[Category:Needs revision]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
[[Category:Needs references]] | [[Category:Needs references]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
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[[Category:To be Published]] | [[Category:To be Published]] | ||
− | + | ''Rule systems that affect the game state so that future similar affects will have greater impact on the game state.'' | |
− | ' | + | |
− | + | Players that perform well in a game typically receive some form of reward. When the reward makes performing the same action again easier, this creates a [[Positive Feedback Loops|Positive Feedback Loop]]. However, the "positive" aspect simply denotes an increase and not a positive effect for the player; another type of [[Positive Feedback Loops|Positive Feedback Loop]] in a game is to provide harder challenges to players that succeed with the existing ones. | |
+ | |||
+ | Wikipedia has a [https://en.wikipedia.org/wiki/Positive_feedback page] on [[Positive Feedback Loops]]. The chapter ''Games as Cybernetic Systems'' in Rules of Play<ref name="rop"/> look extensively at positive and negative feedback loops and their use in games. | ||
=== Examples === | === Examples === | ||
+ | [[Chess]] and [[Monopoly]] both exhibit [[Positive Feedback Loops]] in that players that have a lead in number of pieces or money (respectively) tend to expand that lead more and more until they have won the games. Managing to build effective decks in [[Dominion]], [[Mystic Vale]] or [[Thunderstone]] lets players get better cards that further improves the effectiveness of those decks. | ||
− | + | Games that are built very strictly around one [[Positive Feedback Loops|Positive Feedback Loop]] include [[FarmVille]], [[Cookie Clicker]], [[Cow Clicker]], and [[Progress Quest]]. | |
− | + | ||
== Using the pattern == | == Using the pattern == | ||
− | + | Providing players with the possibility to create [[Gameplay Engines]] is a typical reason to have [[Positive Feedback Loops]] in games. Another is to the wish that the game should have certain systemic properties as part of a | |
+ | [[Critical Gameplay Design]]. | ||
− | + | A general approach to creating [[Positive Feedback Loops]] is to make use of [[Geometric Progression]] for [[Rewards]] or effects of player actions where the [[Rewards]] and effects also make the actions easier to do in the future. Since such [[Rewards]] often take the form of [[Resources]] (or access to [[Units]]), the use of [[Positive Feedback Loops]] heavily affect how these work in a game. | |
− | + | Quite naturally, [[Resource Caps]] work against the pattern if applied to [[Resources]] affecting the relevant player actions (by definition [[Negative Feedback Loops]] related to the same parts of the game state also work against the pattern). | |
− | + | Several different [[Positive Feedback Loops]] can exist in a game. For example, in [[Dominion]] players can have [[Positive Feedback Loops]] related to gaining [[Cards]] with actions or purchase ability or those related to gaining [[Cards]] that increase their [[Scores]]. Knowing when to start focusing on the latter due to the game being about to end is a skill in this game, and shows how the presence of the [[Construction/Scoring Phase Shift]] | |
+ | pattern can affect [[Positive Feedback Loops]]. | ||
== Consequences == | == Consequences == | ||
+ | [[Positive Feedback Loops]] can create a [[Runaway Leader]] and thereby also [[Predictable Winner]]. For this reason, [[Positive Feedback Loops]] work against [[Player Balance]] and [[Team Balance]] (while [[Negative Feedback Loops]] can work for them). However, such situations also promote [[Predictable Gameplay Time]] since one of the players may be likely to be able to exploit the [[Positive Feedback Loops|Positive Feedback Loop]] before certain amount of gameplay time has occurred. | ||
+ | |||
+ | When the [[Positive Feedback Loops]] are focused upon the challenges players met (rather than players' [[Abilities]], [[Gameplay Engines]], [[Scores]], etc. that lead to a [[Runaway Leader]]), the pattern can create | ||
+ | [[Ever Increasing Difficulty]] in a game. Using [[Geometric Progression]] to create [[Positive Feedback Loops]] often makes [[Combos]] exist in games as well as offering players [[Higher-Level Closures as Gameplay Progresses]] and [[Value of Effort]] when that effort is connected to making the [[Positive Feedback Loops]] occur. When the [[Geometric Progression]] occurs through [[Investments]], the [[Positive Feedback Loops]] that occur can also give rise to [[Tension]] (if they can be lost) and [[Timing]] (in that one may need to know when to collect on one's [[Investments]]). | ||
== Relations == | == Relations == | ||
− | + | === Can Instantiate === | |
− | [[ | + | [[Critical Gameplay Design]], |
− | [[ | + | [[Ever Increasing Difficulty]], |
− | [[ | + | [[Gameplay Engines]], |
− | [[ | + | [[Predictable Gameplay Time]], |
− | [[ | + | [[Predictable Winner]], |
− | [[ | + | [[Runaway Leader]] |
− | + | ||
− | [[ | + | ==== with [[Geometric Progression]] ==== |
− | [[ | + | [[Combos]], |
− | + | [[Higher-Level Closures as Gameplay Progresses]], | |
− | [[Gameplay | + | |
− | + | ||
[[Value of Effort]] | [[Value of Effort]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | ==== with | + | ==== with [[Geometric Progression]] and [[Investments]] ==== |
+ | [[Tension]], | ||
+ | [[Timing]] | ||
=== Can Modulate === | === Can Modulate === | ||
− | + | [[Resources]], | |
+ | [[Units]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Geometric Progression]] | |
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Construction/Scoring Phase Shift]] | |
=== Possible Closure Effects === | === Possible Closure Effects === | ||
Line 65: | Line 66: | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | [[Negative Feedback Loops]] | + | [[Negative Feedback Loops]], |
+ | [[Player Balance]], | ||
+ | [[Resource Caps]], | ||
+ | [[Team Balance]] | ||
== History == | == History == | ||
Line 71: | Line 75: | ||
== References == | == References == | ||
− | - | + | <references> |
+ | <ref name="rop">Salen, K. & Zimmerman, E. 2003. ''Rules of Play''. MIT Press. ISBN 978-0-262-24045-1.</ref> | ||
+ | </references> | ||
== Acknowledgements == | == Acknowledgements == | ||
- | - |
Latest revision as of 08:21, 16 September 2016
Rule systems that affect the game state so that future similar affects will have greater impact on the game state.
Players that perform well in a game typically receive some form of reward. When the reward makes performing the same action again easier, this creates a Positive Feedback Loop. However, the "positive" aspect simply denotes an increase and not a positive effect for the player; another type of Positive Feedback Loop in a game is to provide harder challenges to players that succeed with the existing ones.
Wikipedia has a page on Positive Feedback Loops. The chapter Games as Cybernetic Systems in Rules of Play[1] look extensively at positive and negative feedback loops and their use in games.
Contents
Examples
Chess and Monopoly both exhibit Positive Feedback Loops in that players that have a lead in number of pieces or money (respectively) tend to expand that lead more and more until they have won the games. Managing to build effective decks in Dominion, Mystic Vale or Thunderstone lets players get better cards that further improves the effectiveness of those decks.
Games that are built very strictly around one Positive Feedback Loop include FarmVille, Cookie Clicker, Cow Clicker, and Progress Quest.
Using the pattern
Providing players with the possibility to create Gameplay Engines is a typical reason to have Positive Feedback Loops in games. Another is to the wish that the game should have certain systemic properties as part of a Critical Gameplay Design.
A general approach to creating Positive Feedback Loops is to make use of Geometric Progression for Rewards or effects of player actions where the Rewards and effects also make the actions easier to do in the future. Since such Rewards often take the form of Resources (or access to Units), the use of Positive Feedback Loops heavily affect how these work in a game.
Quite naturally, Resource Caps work against the pattern if applied to Resources affecting the relevant player actions (by definition Negative Feedback Loops related to the same parts of the game state also work against the pattern).
Several different Positive Feedback Loops can exist in a game. For example, in Dominion players can have Positive Feedback Loops related to gaining Cards with actions or purchase ability or those related to gaining Cards that increase their Scores. Knowing when to start focusing on the latter due to the game being about to end is a skill in this game, and shows how the presence of the Construction/Scoring Phase Shift pattern can affect Positive Feedback Loops.
Consequences
Positive Feedback Loops can create a Runaway Leader and thereby also Predictable Winner. For this reason, Positive Feedback Loops work against Player Balance and Team Balance (while Negative Feedback Loops can work for them). However, such situations also promote Predictable Gameplay Time since one of the players may be likely to be able to exploit the Positive Feedback Loop before certain amount of gameplay time has occurred.
When the Positive Feedback Loops are focused upon the challenges players met (rather than players' Abilities, Gameplay Engines, Scores, etc. that lead to a Runaway Leader), the pattern can create Ever Increasing Difficulty in a game. Using Geometric Progression to create Positive Feedback Loops often makes Combos exist in games as well as offering players Higher-Level Closures as Gameplay Progresses and Value of Effort when that effort is connected to making the Positive Feedback Loops occur. When the Geometric Progression occurs through Investments, the Positive Feedback Loops that occur can also give rise to Tension (if they can be lost) and Timing (in that one may need to know when to collect on one's Investments).
Relations
Can Instantiate
Critical Gameplay Design, Ever Increasing Difficulty, Gameplay Engines, Predictable Gameplay Time, Predictable Winner, Runaway Leader
with Geometric Progression
Combos, Higher-Level Closures as Gameplay Progresses, Value of Effort
with Geometric Progression and Investments
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Construction/Scoring Phase Shift
Possible Closure Effects
-
Potentially Conflicting With
Negative Feedback Loops, Player Balance, Resource Caps, Team Balance
History
New pattern created in this wiki.
References
- ↑ Salen, K. & Zimmerman, E. 2003. Rules of Play. MIT Press. ISBN 978-0-262-24045-1.
Acknowledgements
-