![]() Some of the videos I’ve linked to above use the phrase Core Gameplay Loop. Keep doing this until you reach the end state of the game. The easy way to do this is think of the most basic action and follow up with what are you trying to accomplish with that action, and then what are you trying to accomplish with that next action, etc. ![]() For instance, what do you need to do second-by-second, minute-by-minute, hour-by-hour, and so on. Having done a lot (5, maybe 6 minutes) of reading and listening around this topic, my interpretation of gameplay loops is this games always have multiple loops within them and you can break them down by importance. Granted, I'd seen Youtube videos ( so, so many YouTube videos about this but as videos require your full attention and time rather than a blog that you can read at your own pace on your commute they're mainly just noise waiting for YouTube to eventually shut down and delete them all) on this concept but it didn't really click until I saw Yahtzee Croshaw's video (ok, so there are a few worth watching) on it a little while ago. It's a concept I've probably always kind of known about (as it's hard not to if you've played games for any length of time) but I'd never really given any amount of thought into how that'd affect my own game design too much. ![]() It's that second loop I want to look further in to with this blog with Gameplay Loops. The last one covered the idea of creating a couple of general loops for loading and restarting levels, and for handling the very basics of the game. As you may be able to tell from the title of this blog, it's a direct straight-to-Netflix-because-they're-the-only-people-that'd-buy-it-as-they-buy-everything sequel. ![]()
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