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How to use feedback loops to keep games balanced

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Chapter 22 of 26 · Core mechanics and loops
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1. Finding Product-Market Fit
Test for real customer pull earlyPick a narrow niche to start inLaunch a simple first version fastLearn from users and customersRead early signs of product-market fit
2. Onboarding and Activation
Structure onboarding as a storyAsk and use onboarding questionsGet users to the aha moment fastDecide how long onboarding should beBuild quiz funnels for paid traffic
3. Paywalls and Pricing
When to choose a hard paywall over freemiumDesign a paywall that convertsPrice annual and monthly plansSet, raise and localize pricesRun free trials and free tastes
4. Business Models and Revenue
Structure subscription tiersKeep a free tier that pays offCharge for usage and AI creditsPair hardware with a subscriptionAdd ads, affiliates and partners
5. Retention and Engagement
Measure retention honestlyBuild habit loops that bring users backUse notifications and lifecycle messagesReduce churn and handle cancellationsBuild social loops and community
6. Brand and Positioning
Position against bigger incumbentsName and describe your productEarn trust in high-stakes categoriesBorrow credibility from celebrities and experts
7. Organic Content and Creators
Find, vet and recruit creatorsPay creators fairly and safelyBrief and manage creatorsFind and copy viral formatsScale one format across many accountsRank in AI search and SEO
8. Paid, App Store and Viral Growth
Make ads that convertTurn organic winners into paid adsStructure and scale Meta campaignsTell if paid acquisition is profitableWin in the App StoreBuild viral and referral loops
9. Experimentation and Analytics
Run trustworthy experimentsJudge test results correctlyRun more experiments fasterWhat metrics to track and how to define them
10. Building AI Products
Build for the models of tomorrowDesign AI interfaces beyond chatDesign AI agents people can trustMeasure AI quality with evalsControl AI costs and pricingBuild products with AI coding tools
11. Teams, Hiring and Funding
Hire people who thrive on ambiguityOrganize small product teamsRun exploratory bets and kill themWork as a team with AI agentsWhen to raise money or sell your company
12. Founder Principles
Pick a mission worth building a company aroundWhy to trust your own judgment over the consensusTurn failure and setbacks into the next stepLearn from rivals and copy what works
13. Choosing Where to Compete
Make low cost your competitive advantageCreate a market instead of fighting for shareWhy scarcity and brand can beat volumeBuild an advantage that feeds itselfAttack a bigger rival where it cannot followWhen to stay focused on the core business
14. Building and Leading the Company
Hire great people and give them roomAlign pay and ownership with the missionKeep your culture and standards as you growBuild candor and fast decision-makingWhy leaders must stay close to the work and customersChoose and prepare a successor
15. Capital and Deals
Fund growth without losing controlAcquire companies and keep what makes them workWhat to do with cash: reinvest, buy back or holdWhy to keep a cash cushion and avoid heavy debtStructure ownership to protect your missionNegotiate deals that keep your leverage
16. Finding Ideas and Thinking
How to find ideas worth writing aboutWhy writing is how you find out what you thinkHow to research so the writing carries feelingHow to read like a writer
17. Structure and Argument
How to open so readers keep goingHow to find the shape before you draftHow to keep readers curious with questions and cluesHow to argue without preachingHow to end so the last page lingers
18. Clear Sentences and Voice
How to write plainly for a reader who knows nothingHow to choose specific details over generic onesHow to sound like yourself on the pageHow to shape rhythm and phrases people remember
19. Characters and Storytelling
How to build characters readers care aboutWhat makes a scene move: want, obstacle and changeHow to write dialogue that sounds real but stays shortHow to make readers feel without telling themHow to turn information into a story
20. Revising, Habits and Readers
How to cut and rewrite your own draftHow to get feedback you can useHow to build a writing routine that lastsHow to get unstuck when a draft stallsHow to use AI without losing your voiceHow to write for one specific reader
21. Why people play games
How to design around the feeling you wantHow to find a game idea with a hookHow to decide who your game is forWhy rewards and motivation need careful designHow to use mystery and curiosity to pull players on
22. Core mechanics and loops
How to build a game around one core verbHow to give each mechanic several jobsHow to add depth with holds, timing and chainsHow to use feedback loops to keep games balancedHow to use randomness without frustrating playersHow to make synergies feel powerful and earned
23. Challenge, difficulty and feel
How to make hard games feel fairHow to tune difficulty with many leversHow to offer assists without breaking your intentHow to make death and retries painlessHow to make movement and controls feel goodHow to add camera and juice that sell impact
24. Teaching players and designing levels
How to teach mechanics without a tutorialHow to introduce mechanics one at a timeHow to guide players without markersHow to build levels around one mechanicHow to design puzzles with a catch and a revelationHow to design dungeons from locks and keys
25. Progression, systems and story
How to gate exploration without trapping playersHow to design unlocks and skill treesHow to let systems create emergent playHow to design enemy AI players can readHow to tell stories through mechanicsHow to make player choices and consequences matter
26. Prototyping, testing and accessibility
How to prototype before you commitHow to scope and cut a game to finish itHow to run playtests that reveal real problemsHow to turn player feedback into the right fixHow to build accessibility in from the start

1 The bottom line

Use positive loops to reward success and end matches, and pair them with balancing loops that keep trailing players in reach. Alone, each loop frustrates someone, so the pairing keeps matches tense and comebacks possible.

2 Key takeaways

  • Positive loops reward winners and bring matches to an end. They also magnify early moments, so they need a partner.
  • Pair every positive loop with a balancing loop. A mistake should be a road bump, not a tipping point.
  • Dampen a runaway loop by raising costs or cutting what feeds it. Easy repetition should stop paying.
  • Tune each loop against the player it hurts. Positive loops frustrate the weak, and negative loops frustrate the successful.
  • Match catch-up strength to your audience. Party games welcome luck and help for the weak, but esports needs skill to show.

positive loops are frustrating for weaker players who get stuck in a death spiral

Mark Brown, Game Maker's Toolkit

2.1 Find the loops already in your game

Positive loops amplify results; negative loops pull them back
Ask whether any outcome changes the odds of the next one; if it does, you already have a loop.

Any outcome that changes the odds of the next outcome is a loop, so map them before you add more.

  • Treat each result as an input to the next round. A feedback loop feeds output back in, as described by Mark Brown, Game Maker's Toolkit0:42.
    • Ask whether a player's success or failure changes the likelihood of later success or failure.
    • Positive loops reinforce winners and compound failures. Negative loops counteract change and hold things in equilibrium.
    • Call of Duty kill streaks and losing a piece in chess are positive loops. Mario Kart items are a negative loop.
  • Look for loops that your rules create by accident. Some loops are simply built into the design, as Mark Brown, Game Maker's Toolkit2:53 shows.
    • In Splatoon, the team with the most ink also has the most hiding places and the fastest travel.
    • Tekken has no loop, because losing a round gives no advantage or disadvantage in the next.
  • Check how much your opening moments swing the result. Positive loops magnify over time Mark Brown, Game Maker's Toolkit10:11.
    • Test the first few turns, kills, rounds or decisions to see how often they decide the winner.

2.2 Use positive loops on purpose

A positive loop gives growth and a decisive ending, but only if it does not turn into grind.

  • Build a loop where a little success buys a lot more. This thrill of exponential growth is at the heart of many engaging games Mark Brown, Game Maker's Toolkit7:11.
    • In Stardew Valley, a little money buys better tools and seeds, which earn more money.
    • Monster Hunter: World loops looting monsters into character upgrades.
  • Let a positive loop finish matches that are already decided. It avoids stalemates and long drawn out endings, as Mark Brown, Game Maker's Toolkit3:25 explains.
    • In Team Fortress 2, teams that control lots of capture points get reduced respawn times.
  • Turn the power loop into a puzzle instead of a wait. Factorio does this Mark Brown, Game Maker's Toolkit7:43.
    • Its loop of mining, plates, drills and furnaces grows into a problem of backlogs, repairs and adapting to a sudden freeze.
    • Deadlines, rewards and competing nations push players to optimise rather than just wait.
    • Satisfactory and Stardew Valley work similarly.
    • The plain version is dangerous. Cookie Clicker and roguelikes with permanent progression can be addictive, and in other games the same loop is just grinding Mark Brown, Game Maker's Toolkit6:38.

2.3 Pair each snowball with a balancing loop

Mario Kart hands the weakest items to the leader
Helping the trailer and slowing the leader produces the ebb and flow of turnarounds that keeps everyone in the race.

Give every source of runaway growth a counterweight, so the leader stays ahead by skill and not by inertia.

  • Pair the loops directly. Mark Brown, Game Maker's Toolkit6:44 shows Pyre doing this.
    • Characters level up when they win and the game always moves forward, which could snowball either way.
    • Negative loops make mistakes a road bump instead of a tipping point and keep the game a close challenge.
  • Help the trailing player and slow the leader. Mario Kart's item boxes are not random Mark Brown, Game Maker's Toolkit1:32:23.
    • Leaders get green shells and coins. Players at the back get the superstar, bullet bill or the blue shell, which hunts the leader.
    • The result is an ebb and flow of turnarounds that keeps everyone in the race Mark Brown, Game Maker's Toolkit2:29.
  • Make each level cost more than the last. A stronger character kills and levels faster, so rising costs hold the loop in check, as Mark Brown, Game Maker's Toolkit10:42 explains.
    • This stops players from boosting to level 99 in the opening area in 20 minutes.
    • Elden Ring's cost climbs from about 10 guards per level at level 9 to hundreds at level 49. Easy kills stop paying, so players explore and take bigger risks Mark Brown, Game Maker's Toolkit9:02.
  • Let the world push back. Drains and market limits slow growth without a new rule.

2.4 Keep losing players from spiraling

A loss should never be the start of an unrecoverable slide.

  • Reward failure a little. In a game that keeps moving after a loss, a weaker player can fall behind for good Mark Brown, Game Maker's Toolkit6:55.
    • Pyre gives some experience points even when you lose.
    • Pyre also has no permadeath, unlike XCOM, so a bad match does not wreck later ones.
  • Check your drains for downward spirals. A drain can be a positive loop that spirals toward failure, as Mark Brown, Game Maker's Toolkit11:47 warns.
    • In Monopoly, every loss of money makes you less able to compete, sending you toward bankruptcy.
    • In XCOM, survivors get stronger while the dead are replaced by weak rookies, and you cannot go back to easier missions. Players end up stuck or steamrolling Mark Brown, Game Maker's Toolkit5:04.
  • Give struggling players a way to rebuild. Tom Francis proposed two fixes for XCOM, relayed by Mark Brown, Game Maker's Toolkit5:53.
    • Add low profile missions that force you to use rookie soldiers.
    • Make squad size a per mission variable, so veterans cannot carry every fight.
  • Let the player refill resources inside the fight. DOOM Eternal turns every enemy into a source of supplies Mark Brown, Game Maker's Toolkit7:01.
    • Glory kills give health, the chainsaw gives ammo, and the flame belch drops armour. The player must stay aggressive instead of hiding.
    • Zombies respawn endlessly in the Nekravol Part II encounter. They barely do damage and die instantly, but they supply ammo, armour and health Mark Brown, Game Maker's Toolkit7:17.

2.5 Tune the loops so nobody feels cheated

Both kinds of loop frustrate someone, so set their strength against who they hurt.

  • Balance each loop against the player it hurts. Negative loops feel unfair to successful players whose victories keep getting taken away Mark Brown, Game Maker's Toolkit3:45.
  • Cut what feeds a runaway loop. Early Call of Duty killstreak rewards counted toward more killstreaks, so a predator missile could lead to an AC-130 and then a tactical nuke Mark Brown, Game Maker's Toolkit11:20.
    • Black Ops made bonuses stop counting toward more bonuses, so players had to earn the kills.
    • Another option is to decouple rewards for skill from core progression. In Devil May Cry, a high score buys better gear, so strong players get extra help. Donkey Kong gives KONG letter collectors bonus levels instead Mark Brown, Game Maker's Toolkit12:07.
  • Give players a counter to the most hated part of the loop. The blue shell is Mario Kart's most hated balancing tool, as Mark Brown, Game Maker's Toolkit11:32 notes.
    • Mario Kart 8 added the super horn, which destroys blue shells. The race stays balanced, and the leader has a response.
  • Make the negative loop part of the goal. Pyre's liberation rites are the stated objective Mark Brown, Game Maker's Toolkit7:27.
    • You permanently send away your strongest characters, because only high rank characters can be freed. This forces you to level up and use the whole roster.
    • The final, hardest battles are fought with weaker units, which makes them tense. Removal ties into character arcs, so winning does not feel punished.
    • Punishing good play can send mixed signals. Capcom never revealed Resident Evil 4's dynamic difficulty, because saying it gets harder when you do well tells good players to make mistakes Mark Brown, Game Maker's Toolkit8:18.

2.6 Where designers disagree

How hard to lean on comebacks depends on whether your players are mixed in skill or competing to find the best.

  • Catch-up help suits party games, not esports. Luck gives newer players a chance, but in competitive games it obscures who is most skilled Mark Brown, Game Maker's Toolkit2:41.
  • Shape a strength with a drawback, not a cap, and accept some weak options. Mark Brown, Game Maker's Toolkit12:51 reports that Sakurai avoids limiting an advantage because capping makes everything feel the same.
    • Ganondorf has huge power but is slow with short range. Charizard's Flare Blitz hurts Charizard.
    • Sakurai aims for no dominant fighter, not perfect balance. Pichu in Melee was purposefully underpowered, because winning with an underdog looks impressive Mark Brown, Game Maker's Toolkit12:06.
  • Hidden balancing can keep stories fresh, but may be weaker than it sounds. Shadow of War's design director describes a knob that makes someone betray a player who is doing too well Mark Brown, Game Maker's Toolkit17:12.
    • Mark doubts the balancing is very aggressive, since he sometimes raised the difficulty himself to stop stories stagnating.

Sources

Part of Core mechanics and loops in the growth library.