For me, it's the Gears of War headshot watermelon soundVaako wrote: β April 4th, 2026, 17:25I also did like the pop confetti sound in Halo when you shoot grunts in the head. Think it was only in reach or 3 tho.Stack of Turtles wrote: β April 4th, 2026, 17:13no offense but every time you explain what you like in a game I keep getting this weird red haze and the sun appears blackVaako wrote: β April 4th, 2026, 16:57
Yes you should not fixate only on that immersion is also important in big open world games. But platformers or action games need to get the core gameplay loop right and make it rewarding while also being fun. Like having good finishers, backstabs, nice headshot animations, nice glowy effect and sound when some rare loot pops up. Games like Destiny1 and the Robocop game had a good core gameplay loop. Everything else is a bonus and in most cases these days writing/story is just so bad that I rather just skip it. And not many are capable of doing it through world design like bethesda used to do it before Fallout 76 and Starfield.
We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
Gameplay "Loops"
asf wrote:weeb
My problem with "gameplay loop" is that it's a terrible mental model. If I hear a dev talk about the gameplay loop for his game, I know it's:
1) Going to be a number-go-up game, and
2) Going to lack SOVL
1) Going to be a number-go-up game, and
2) Going to lack SOVL
You could find "gameplay loops" in any game, but in modern gaming discourse, they're generally used to describe games with short, repetitive tasks like Path of Achra and Vampire Survivors. Games designed around "gameplay loops" tend to feel reductive and lack exploration and meaningful progression. Concepts like these ("emergent gameplay" is another one) encourage lazy and cynical design.
Last edited by Lich on April 5th, 2026, 22:46, edited 1 time in total.
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gameplay spirals
gameplay squares
gameplay squares
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Gameplay Ouroboros.
Where your late game negates your starting progression somehow, so you're always chasing objectives you've already done.
Where your late game negates your starting progression somehow, so you're always chasing objectives you've already done.
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gameplay klein bottle
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Quit spamming and post an example of a chain!
Did this enter common parlance due to Halo glazing or was it widely used before then?
I think gameplay loops are mostly important in multiplayer games, where youβre constantly trying to achieve the same thing (mp shooters for example). I donβt think they matter or apply as much for single player experiences as the goal posts constantly shift and evolve, as they should to keep you guessing and engaged.
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you can abstract nearly anything that you have to do more than once into a 'loop' so it's a meaningless term
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Want to clarify this. There's two kinds of players. The kind who enjoys being alienated, and the kind that gets offended and quits. It's the same kind that gets offended when made to feel icky without their consent. Anyone who intentionally alienates their audience is taking a major risk and most of the time there's going to be a lot of hints in the trailers that this game isn't what it seems to be. Furthermore, most people trying to alienate the audience don't have the creativity to do it well.methoxetamine wrote: β April 4th, 2026, 16:28Sounds like they did in fact alienate the player in this case?Tweed wrote: β April 4th, 2026, 16:25EDIT: I suppose a truly innovative game would be one that could drastically alter the gameplay in a way that keeps it interesting without alienating the player. In fact there's been several of those even though they aren't to my liking. I.E. games like Inscryption.
I don't think it's meaningless for the developer. You need to know what it is you want the player to do so you can prototype it.rusty_shackleford wrote: β April 6th, 2026, 00:01you can abstract nearly anything that you have to do more than once into a 'loop' so it's a meaningless term
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The Darkness Below gameplay loop:
Expose the player to skills he can never learn, weapons he can never use, and armor he can never wear. While realizing that it doesn't matter because he can punch everything to death in two rounds.
Expose the player to skills he can never learn, weapons he can never use, and armor he can never wear. While realizing that it doesn't matter because he can punch everything to death in two rounds.
Chapters are real. "Gameplay loop" is a ******** and redundant made up word to describe a "game".DemoGraph wrote: β April 5th, 2026, 01:38Srsly, arguing against the loop is like arguing against chapter-based book structure.
What is the gameplay loop of chess.
What is the gameplay loop of poker.
People who unironically use this ******* term are unironically morons.
Chess and Poker are both competitive games so they both run on OODA loopsAtlantico wrote: β April 13th, 2026, 11:27Chapters are real. "Gameplay loop" is a ******** and redundant made up word to describe a "game".DemoGraph wrote: β April 5th, 2026, 01:38Srsly, arguing against the loop is like arguing against chapter-based book structure.
What is the gameplay loop of chess.
What is the gameplay loop of poker.
People who unironically use this ******* term are unironically morons.
VAE VICTIS
One turn.
One shuffle.
Iren's PbP - Felix
So a gameplay loop in chess is a part of the game played until the end, but a gameplay loop in poker is the game played until the end.
What a fascinatingly arbitrary term this gameplay loop is. It's as if it is meaningless ******** used by people who are morons.
If you can't find a use for a tool, it's not the tool for you.Atlantico wrote: β April 13th, 2026, 20:20So a gameplay loop in chess is a part of the game played until the end, but a gameplay loop in poker is the game played until the end.
What a fascinatingly arbitrary term this gameplay loop is. It's as if it is meaningless ******** used by people who are morons.
Go argue against Hero's Journey or something.
Iren's PbP - Felix
It's a round of poker, not a shuffle of poker. If you can't use basic terms, you may need to lean into made up nonsense terms.DemoGraph wrote: β April 13th, 2026, 20:23If you can't find a use for a tool, it's not the tool for you.
Ok, now I kinda recalled you from Dex.Atlantico wrote: β April 13th, 2026, 20:26It's a round of poker, not a shuffle of poker. If you can't use basic terms, you may need to lean into made up nonsense terms.DemoGraph wrote: β April 13th, 2026, 20:23If you can't find a use for a tool, it's not the tool for you.
Iren's PbP - Felix
Ahh yes, the classic Codex posting loop.DemoGraph wrote: β April 13th, 2026, 21:54Ok, now I kinda recalled you from Dex.Atlantico wrote: β April 13th, 2026, 20:26It's a round of poker, not a shuffle of poker. If you can't use basic terms, you may need to lean into made up nonsense terms.DemoGraph wrote: β April 13th, 2026, 20:23If you can't find a use for a tool, it's not the tool for you.
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This is the ideal way to design a game. Not doing the same thing over and over but interlocking activities that are all interdependent in some form. You want to be 17 activities deep killing skeleton crabs in a flooded cave because you wanted to upgrade your base but to upgrade your base you needed a new carpenter and to attract the carpenter you needed access to high quality lumber and to get access to the high quality lumber you needed to help defend the forest against an invasion by the orcs [....] And then you're killing skeleton crabs because the cave has special mushrooms for the town alchemist who needs it to fashion a poison which is required for [...]rusty_shackleford wrote: β April 6th, 2026, 00:48
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Once you see the pattern you'll see it pop up a lot in popular games that receive very little negative criticism. Terraria, Stardew Valley, Runescape, etc.,
I've never quite seen it actually identified and described as its own school of design but it definitely is!
I've never quite seen it actually identified and described as its own school of design but it definitely is!
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Russian butthurt best butthurt.DemoGraph wrote: β April 13th, 2026, 21:54Ok, now I kinda recalled you from Dex.Atlantico wrote: β April 13th, 2026, 20:26It's a round of poker, not a shuffle of poker. If you can't use basic terms, you may need to lean into made up nonsense terms.DemoGraph wrote: β April 13th, 2026, 20:23If you can't find a use for a tool, it's not the tool for you.
Gameplay loop is a dumbfuck redundant term for idiots. No exceptions.
Difficult to find who turned it into "gameplay loop" but "compulsion loop" was in fact coined by a guy at Bungie https://www.gamedeveloper.com/business/ ... -explainedJ1M wrote: β April 6th, 2026, 00:00Did this enter common parlance due to Halo glazing or was it widely used before then?
Since the introduction of the concept of the compulsion loop applied to video games was introduced as early as 2001 by John Hopson (while a researcher at Bungie), we've seen compulsion loop mechanics integrated into video games fairly broadly. The compulsion loop concept regained popularity in the 2010-2012 period with the application of compulsion loop principles in social games and especially by companies such as Zynga; however, I believe this is an area of future opportunity that will potentially gain a renaissance especially in mobile gaming.
