- Mar 4, 2020
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I am posting this guide largely because, honestly? This is potentially the most easily overlooked or misunderstood part of developing a game, and I figured a detailed explanation could help a few people.
What is a feedback loop?
At its most basic, a feedback loop is a recurring chain of player action to game reaction. There are plenty of charts and explanations you can find if you look it up, but I feel it's better to work with examples. Take Pong, a classic arcade game pretty much everyone has played in some form. The core feedback loop for Pong is the following:
However. The one thing you cannot do is break the core feedback loop. Or, more accurately, you cannot break it without encapsulating it within another loop. For example, a logical next step up from Pong to a more complex game would be Breakout. In Breakout games, you have two core feedback loops. The inner feedback loop is the following:
Why does this matter?
Because far and away the most common cause for "bad gameplay" is a broken or improperly encapsulated feedback loop. If the feedback loop is broken, it must either be at the player's discretion (such as a pause menu), or via the use of a larger feedback loop encapsulating it (such as the days and seasons of farming games.) A good example of the overarching feedback loop and the effect it can have on a game is the phrase "Just one more..." where you finish the statement with a turn, or a day, or a level.
Which brings us back around to the original point: many games, especially homemade adult games, suffer from the fact that they're not games. They are, in actuality, a pile of game mechanics haphazardly dropped on top of some porn. There is a solid reason the overwhelming majority of popular games on this forum are visual novels, especially ren'py ones. Visual novels have a simple, easy to understand and mimic feedback loop that can be indefinitely expanded.
Now, on the subject of feedback loops and visual novels, there are two exceptionally common breakages I've seen. The first is map systems. These are fantastically useful tools, when implemented as part of the loop. Take Sweet Home ~H na Onee-san wa Suki Desu ka?~ as an example. The map in that game is absolutely part of the overarching feedback loop. Any time you're not actively in the game's menu or an interaction, you're on a map. And if you're on the map, you're never more than three clicks from an interaction. (Usually two, but if you leave the house you can be three clicks from an interaction inside the house.) That is a fantastic map implementation, because it improves the game flow and gives the player clear and direct access to any currently available content.
That is not now most people implement maps in visual novels. Frequently, you find visual novels here where you start in a player's bedroom, and click your way through the house to the interaction you want. Maybe there's a menu dropdown with a room shortcut, maybe there isn't. If there's a world map, it gets even worse. Click to the world map. Click the location you want to visit. Click your way through to the specific room you need.
This does not work. Well, no. That's not accurate. It does work. It even technically qualifies as a feedback loop. But unlike the example given with Sweet Home up above, it's an extremely short, repetitive feedback loop that rapidly devolves into undiluted tedium. A visual novel's core feedback loop is conversations and character development. You're literally presenting a text-based story with visual aids. Anything that actively hinders that should, at the minimum, contribute its own enjoyable feedback loop as a secondary type of level. (Again, see VA-11 HALL-A, above.)
The other common way visual novels break feedback loops is via minigames. Now, minigames are not inherently bad. They can, in fact, be integrated quite nicely. Stardew Valley has some arcade games that are absolutely above and beyond, in that category. But minigames, just like any other means of breaking a feedback loop, must be done so in a carefully handled manner. Why do people hate quicktime events? Because they're short, repetitive feedback loops that make no contribution to the loop they interrupted. So how do you interrupt the standard mechanics with a minigame? You do it in a clear manner that, as mentioned, contributes to the loop it's put inside. For example, the minigames in a game of Mario Party are short but varied, and contribute points and other rewards to the player who win (and sometimes to those who don't) that will affect continuing gameplay once the minigame is complete. As another example, take a look at the N64 games by Rare, such as Banjo Kazooie or Donkey Kong 64. These games are, in essence, a carefully planned series of minigames encapsulated by an overarching plot and adventure. Any minigame you complete makes a concrete contribution towards a current or future objective in the game, often one that is immediately visible and relevant. A better example of non-required minigame integration are the gambling games in Golden Sun, which are simple enough to learn on the fly and can directly contribute to the overall game via funds.
So how do I use feedback loops?
They're actually really easy to use! All you have to keep in mind are the following rules:
Speaking of which - immersion is never sufficient justification. A mechanic must contribute a potential positive to the loop it is implemented in. If a mechanic can only ever be an interruption, a negative, or both, it harms the gameplay experience.
But again, overall, everything should be some form of the following, potentially stacked inside itself several times in multiple variations:
What is a feedback loop?
At its most basic, a feedback loop is a recurring chain of player action to game reaction. There are plenty of charts and explanations you can find if you look it up, but I feel it's better to work with examples. Take Pong, a classic arcade game pretty much everyone has played in some form. The core feedback loop for Pong is the following:
- A ball is approaching the player's paddle.
- The player moves their paddle. If they don't block the ball, they lose a point and return to step 1. If they do block the ball, proceed to step 3.
- The ball is now approaching the enemy paddle. If the enemy ddoesn't block the ball, the player earns a point. Return to step 1.
However. The one thing you cannot do is break the core feedback loop. Or, more accurately, you cannot break it without encapsulating it within another loop. For example, a logical next step up from Pong to a more complex game would be Breakout. In Breakout games, you have two core feedback loops. The inner feedback loop is the following:
- A ball is approaching the player's paddle.
- The player moves their paddle. If they block the ball, it bounces upward and you proceed to step 3. If they don't block it, they lose the ball. If they have no more balls, end the game. If they have more, proceed to step 1 minus a ball.
- The ball bounces up and breaks one or more blocks, which provide points to the player. Proceed to step 1.
- Start a level, beginning with level 1.
- If the player lost the level, return to step one at level 1. If the player won their level, display total points.
- If there are no more levels, display the player's total score and return to step 1 at level 1. If there are more levels, return to step 1 at the next level.
- The morning shift of bartending.
- The midday break.
- The afternoon/evening shift of bartending.
- Jill's bedroom, between shifts.
Why does this matter?
Because far and away the most common cause for "bad gameplay" is a broken or improperly encapsulated feedback loop. If the feedback loop is broken, it must either be at the player's discretion (such as a pause menu), or via the use of a larger feedback loop encapsulating it (such as the days and seasons of farming games.) A good example of the overarching feedback loop and the effect it can have on a game is the phrase "Just one more..." where you finish the statement with a turn, or a day, or a level.
Which brings us back around to the original point: many games, especially homemade adult games, suffer from the fact that they're not games. They are, in actuality, a pile of game mechanics haphazardly dropped on top of some porn. There is a solid reason the overwhelming majority of popular games on this forum are visual novels, especially ren'py ones. Visual novels have a simple, easy to understand and mimic feedback loop that can be indefinitely expanded.
Now, on the subject of feedback loops and visual novels, there are two exceptionally common breakages I've seen. The first is map systems. These are fantastically useful tools, when implemented as part of the loop. Take Sweet Home ~H na Onee-san wa Suki Desu ka?~ as an example. The map in that game is absolutely part of the overarching feedback loop. Any time you're not actively in the game's menu or an interaction, you're on a map. And if you're on the map, you're never more than three clicks from an interaction. (Usually two, but if you leave the house you can be three clicks from an interaction inside the house.) That is a fantastic map implementation, because it improves the game flow and gives the player clear and direct access to any currently available content.
That is not now most people implement maps in visual novels. Frequently, you find visual novels here where you start in a player's bedroom, and click your way through the house to the interaction you want. Maybe there's a menu dropdown with a room shortcut, maybe there isn't. If there's a world map, it gets even worse. Click to the world map. Click the location you want to visit. Click your way through to the specific room you need.
This does not work. Well, no. That's not accurate. It does work. It even technically qualifies as a feedback loop. But unlike the example given with Sweet Home up above, it's an extremely short, repetitive feedback loop that rapidly devolves into undiluted tedium. A visual novel's core feedback loop is conversations and character development. You're literally presenting a text-based story with visual aids. Anything that actively hinders that should, at the minimum, contribute its own enjoyable feedback loop as a secondary type of level. (Again, see VA-11 HALL-A, above.)
The other common way visual novels break feedback loops is via minigames. Now, minigames are not inherently bad. They can, in fact, be integrated quite nicely. Stardew Valley has some arcade games that are absolutely above and beyond, in that category. But minigames, just like any other means of breaking a feedback loop, must be done so in a carefully handled manner. Why do people hate quicktime events? Because they're short, repetitive feedback loops that make no contribution to the loop they interrupted. So how do you interrupt the standard mechanics with a minigame? You do it in a clear manner that, as mentioned, contributes to the loop it's put inside. For example, the minigames in a game of Mario Party are short but varied, and contribute points and other rewards to the player who win (and sometimes to those who don't) that will affect continuing gameplay once the minigame is complete. As another example, take a look at the N64 games by Rare, such as Banjo Kazooie or Donkey Kong 64. These games are, in essence, a carefully planned series of minigames encapsulated by an overarching plot and adventure. Any minigame you complete makes a concrete contribution towards a current or future objective in the game, often one that is immediately visible and relevant. A better example of non-required minigame integration are the gambling games in Golden Sun, which are simple enough to learn on the fly and can directly contribute to the overall game via funds.
So how do I use feedback loops?
They're actually really easy to use! All you have to keep in mind are the following rules:
- Don't break a loop. Broken loops feel clunky and irritating to players, and generally result in nonsensical complaints about bad gameplay or no gameplay.
- Encapsulate or integrate. Loops can have definite endpoints, but only if that puts the player into a different loop that logically follows. (Level -> Results -> Level) Likewise, sometimes the best option is to simply integrate content directly rather than interrupting a loop. (You don't need to click to see the art in most visual novels, for example. It's just there, behind the text you're reading.)
- Plant a crop.
- Water the crop.
- Harvest and sell the crop.
Speaking of which - immersion is never sufficient justification. A mechanic must contribute a potential positive to the loop it is implemented in. If a mechanic can only ever be an interruption, a negative, or both, it harms the gameplay experience.
But again, overall, everything should be some form of the following, potentially stacked inside itself several times in multiple variations:
- The game provides the player with a concrete, reachable, and worthwhile goal.
- The player attempts to accomplish the goal.
- The game reacts to the player's attempt. Return to step 1.
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