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Splatoon's rules build a loop; Tekken has none
From Tekken vs Splatoon contrast in the source
Tekken's rounds are independent, so it has no feedback loop. Losing a round in Tekken gives no advantage or disadvantage in the next one. Nothing carries over between rounds, so the game has no loop that feeds a lead or a deficit forward.
The source uses Tekken as a contrast to Splatoon, where loops arise from the rules themselves: the team with the most ink coverage also gets the most hiding places and the fastest travel. Some games build a loop into their design and others, like Tekken, have none.
Losing round one gives no edge or penalty in round two, so the game has no feedback loop between rounds.
Tekken's rounds are independent, so it has no feedback loop. Losing a round in Tekken gives no advantage or disadvantage in the next one. Nothing carries over between rounds, so the game has no loop that feeds a lead or a deficit forward.
The source uses Tekken as a contrast to Splatoon, where loops arise from the rules themselves: the team with the most ink coverage also gets the most hiding places and the fastest travel. Some games build a loop into their design and others, like Tekken, have none.
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