The bottom line
Games stay fair and challenging when designers pair positive feedback loops, which compound wins and losses, with negative loops that counter them. Without that balance, runaway winners and death spirals ruin the experience.
Key takeaways
| Positive loop | Negative loop | |
|---|---|---|
| Effect | Success breeds success | Punishes leaders, helps trailers |
| Example | CoD kill streaks, chess | Mario Kart items |
| Good for | Ending games decisively | Party games, comebacks |
| Left alone | Snowballs and death spirals | Keeps the game in equilibrium |
- A feedback loop makes a player's results change their odds of future results. 0:35
- Positive loops reward success with more success. Call of Duty kill streaks hand the players who are already winning better tools.
- Negative loops balance results. Mario Kart gives weak items to the leaders and the blue shell to those at the back.
- Each type of loop has a real job in game design. 3:10
- Positive loops end games decisively. In Team Fortress 2, teams holding many capture points respawn faster and push for a quick win.
- Negative loops suit party games, and they create comebacks and drama.
- Positive loops left alone create snowballs and death spirals. 4:01
- In XCOM, surviving veterans get stronger while dead soldiers are replaced by weak rookies. Players end up as steamrollers or stuck in a spiral.
- Single-player games usually avoid compounding losses because you can retry. Persistent games like XCOM can't.
- Pairing negative loops with positive ones keeps the challenge close. 6:44
- Pyre gives experience even for lost matches and has no permadeath. Its liberation system removes your strongest characters, so the last battles are fought with weaker units.
- Civilization pushes back on snowballing with unhappy citizens and rising empire costs.
- A runaway loop can also be dampened or removed. 10:56
- Call of Duty: Black Ops stopped kill streak rewards from counting toward further kill streaks.
- Donkey Kong pays out KONG letters in hard bonus levels instead of coins or lives, so skilled players aren't given extra power.
I really like this idea of using negative feedback loops to cancel out the most destabilising properties of positive feedback loops.
Mark Brown, Game Maker's Toolkit
Chapter summaries
0:00 Intro
Pyre, a game with basketball-style battles, uses feedback loops in unusually clever ways.
- Pyre swaps turn-based battles for competitions called Rites 0:09
- It is a party-based RPG from the makers of Bastion and Transistor.
- Its design leans on feedback loops.
- The Rites are described as "bonkers, basketball-style competitions".
- The game is also full of clever ideas and talking dogs.
0:35 What is a feedback loop?
A feedback loop is a system whose output returns as its own input, and it comes in two kinds.
- Feedback loops are a general systems idea that games borrow 0:35
- The output is fed back in as an input.
- The two kinds are positive and negative.
- Mark calls them "two delicious flavours".
- Positive loops come first.
0:58 Positive Feedback Loops
Positive loops compound results in both directions, so a lead grows and a deficit deepens.
- Positive loops also compound failures 1:41
- In chess, losing a piece leaves fewer tactical options.
- That can cause more losses later.
- Early Call of Duty titles like Modern Warfare pay kill streaks in radar, airstrikes or attack helicopters.
- The win side is a "rich get richer" snowball.
1:55 Negative Feedback Loops
Negative loops counteract change and pull a game back toward equilibrium.
- Negative loops punish winners and reward losers 2:29
- Front-runners in Mario Kart get weak items like green shells and banana peels.
- Players at the back get the bullet bill and the golden mushroom.
- The blue shell specifically targets whoever is in first place.
- Mario Kart is the example everyone uses because it is the perfect one.
2:43 Benefits of feedback loops
Loops are optional, and when a game has them they either come with its design or fix a specific problem.
- Some games skip loops, while others use them by design or as fixes 2:43
- In Tekken, losing round one gives no edge or penalty in round two.
- In Splatoon, the team with the most ink also has the most hiding places and fastest travel.
- A negative loop fixes the problem of never catching the first-place racer in a driving game.
- Positive loops stop a game from stalling in a stalemate or dragging out its ending.
3:47 Disadvantages of feedback loops
Each loop type frustrates someone when left unbalanced, and single-player games have loops too.
- Each loop type makes someone feel cheated 3:45
- Positive loops trap weaker players in a death spiral.
- Negative loops feel unfair to successful players whose wins get taken away.
- Balance and fairness matter most in multiplayer design.
- Both loop types need careful tuning.
- Single-player games are often built on positive loops 4:21
- In JRPGs, kills give experience, which gives levels, which makes kills faster.
- Harder enemies balance that rising power.
- In XCOM, players who fall behind can't return to easier areas to train new troops.
- Veterans keep gaining health, so they become steamrollers.
- Tom Francis suggests low-profile missions that force rookie use, and squad size that varies per mission.
6:13 How Pyre fixes feedback loops
Pyre's XCOM-like structure invites runaway loops, which its design is built to counter.
- Pyre's progression could run away in either direction 6:13
- Characters level up on wins, and the game moves on after a loss.
- Reusing the same team every match would outgrow every challenge.
- A few losses could leave the team too weak to catch up.
- The game is set in a purgatory called the Downside.
- Winning liberation rites lets a team's leader leave, have their crimes forgotten and return to the Commonwealth.
- Only high-ranked characters can be liberated, so Mark calls it a permadeath that is a good thing.
- Mistakes became a road bump, not a tipping point, and the final battles were among the tensest.
8:16 How loops balance themselves out
A negative loop works best when it never punishes the player for playing well, and many arise on their own.
- Negative loops can send mixed signals unless winning stays the goal. 8:18
- Punishing success goes against what the game encourages.
- In Pyre, winning a match is still better than losing it.
- Capcom hid the dynamic difficulty in Resident Evil 4. Telling players the game gets easier when they struggle is effectively telling good players to make mistakes.
- Sending characters away is the goal of Pyre and is tied to its drama. Mark Brown freed his favourite characters because they truly deserved to get out of purgatory.
- In Pyre's basketball, a scorer sits out the next play. That gives the losing team a number advantage, much as the other team gets the ball after a score in real basketball.
- Strategy games and RPGs hold back runaway leaders with natural negative loops. 9:48
- In multiplayer Civilization, everyone gangs up on the leader.
- In RPGs, each level costs more than the last.
- Positive loops magnify over time, so the first few turns, kills or decisions can decide the winner.
- The rising level cost stops players from reaching level 99 in 20 minutes in the opening area.
10:55 Dampening feedback loops
A runaway loop can be weakened or cut out, so the best players don't get help they don't need.
- A strong loop can be dampened instead of balanced. 10:59
- Early Call of Duty let killstreak rewards count toward more killstreaks.
- Mario Kart 8's super horn lets players destroy blue shells.
- The old chain ran from a predator missile to an AC-130 to a tactical nuke.
- Black Ops ended the chain, so players had to shoot or stab others themselves to earn rewards.
- Sometimes the best fix is to remove the loop by separating rewards from progression. 11:46
- In Devil May Cry, high scores earn red orbs, which buy better weapons and health potions.
- That helps the best players and starves struggling ones.
- Donkey Kong's KONG letters unlock harder bonus levels, a fitting reward for skilled players.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Feedback loops are systems where a player's success or failure changes the odds of later success or failure, and positive loops (snowballing) and negative loops (balancing) each need careful tuning. Pyre is the example worth watching, because it pairs XCOM style progression with negative loops that stop both runaway wins and death spirals.
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