"gameplay loop"

>"gameplay loop"

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The term may be retarded but it applies to an important design aspect of any game, its basic structure. Start, do something, restock on supplies, repeat.

>Toon
>artificial difficulty
>rougelike
>metroidvania

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What's wrong with the term "gameplay loop?"
Most games are repetitve by necessity.

>zelda

Are you going to elaborate on this or no?

It only applies to shitty repetitive games.

>things you do multiple times in order to progress through the game

is that better

like?

Modern indie and resource-based triple Ayys.
That's not a loop.

so all game ?

Play some comfy AA to see that games aren't made of loops.

Such as?

I WANT TO HAVE SEX WITH THAT MIDDLE AGED MAN.

Okay, you clearly don't get it. Every game has gameplay elements that reoccur throughout the game - if they didnt, they wouldnt have any refined systems. This is called the gameplay loop.

Yeah I can hear Carmack saying "Okay Romero Boy I'm cranking that shooting loop to the max".

It's just the concept of the Skinner Box, except used by a generation who sees it as a critical design element instead of an insidious design element meant to either make up for poor gameplay or to straight up predate on the psychologically vulnerable.

Changing the name to be rid of the negative associations was pretty much mandatory.

show me one game which is not repetitive
protip, you can't

calling it a skinner box seems a bit off. Like minecraft has no "reward" tied to any actions, but it has a very clear gather->build gameplay loop.
You'd need something like achievements popping up for it to be a skinner box.

99% of games have a ""gameplay loop""

My biggest buzzword gripe is with "level design".

I shit you not, i've seen it used about a dozen fucking ways (all wrong) on Zig Forums and other places, and what's more precious is the people using that term are pseudointellectuals who think they know what they're talking about but don't have a fucking clue. Moreover, I wish people would just not talk about it to begin with, because more likely than not, people will start getting into squabbles on what they meant by level design (as if there was more than 1 definition) when they could just talk about the individual aspects they're trying to talk about without ever mentioning "level design" (such as enemy placement, within the level, which is just one aspect of many different aspects of level design)

Level design is literally the design of the whole level, but primarily people bring it up when talking about key-gameplay aspects of the level, such as where are the enemies placed in that level and what can they do to impede the player from their unique placement, what is the terrain/platforms like and what obstacles does the present the player (such as is there a narrow laser trap corridor that is the only way through to get from either end of the level, which becomes a chore when the player needs to backtrack and go through that laser trap corridor 4 times during the level), and what collectibles/powerups reward the player and their location in the level, and does their placement make sense or are we shoving powerups behind invisible floating platforms in the sky, etc. The enemies/terrain/collectibles are the three major gameplay aspects of level design, but there are others like music, textures/locale/graphic design (jungle/desert/etc), and other minute details.

>souls like
>rng
>strat

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Name a single game longer than 5 minutes that doesn't have a "gameplay loop."

Uncharted, you need gameplay for there to be a loop after all.

Reminder he did absolutely nothing fucking wrong at all.

Some people betrayed him and tried to kill him, he was just retaliating back.

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Skinner box imples rewards that are not related to what happens during the process. Gameplay loop is supposed to be its own reward.

i more often than not see people using this word correct, and you are the only one who seems to not understand what the word means because you take it too literally and are clearly autistic.

based

He sold drugs to kids, he did plenty wrong

You aren't funny.

OP's gameplay loop:
>eat
>masturbate
>browse Zig Forums
>masturbate
>look at video game library
>cry himself to sleep
>repeat

What do you get from making an abstraction over stuff that's entirely logical? "My resources are low, imma get more to not lose". You think that anyone other than autists cares about your gameplay gotos?

>Noooo, you cannot just use a general term in a more narrow sense
No user, you are the pseudointellectuals

reminder that by gameplay loop you can refer to the original meaning which is related to the structure of game code OR you can refer to the humanist buzzword which is related to the structure of game design instead OR you can refer to a misunderstood interpretation of the humanist buzzword which refers to highly repetitive game design

You are funny.

>implying that any person in this thread wrote an actual gameplay loop

All game design is repetitive.

"An abstraction over stuff that's entirely logical" is the way any human activity works, you retard. You cannot make a good game without it.

I was thinking on this the other day
Diavolo is by far the least 'evil' villain in jojo
He just ran a crime syndicate that sold drugs to kids, which yeah, isn't great but compared to the shit basically every other villain does, is pretty much fuck all.
All of this would be fine, but he gets the absolutely most fucked up 'death' in the whole series where he's forced to experience unique deaths for eternity

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