Loops and Arcs

Written: November 20, 2023 at 8:59 PM
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Cook, D. (2012, April 30). Loops and Arcs. Lost Garden. https://lostgarden.home.blog/2012/04/30/loops-and-arcs/


In his essay "Loops and Arcs," Daniel Cook explores two conceptual frameworks for understanding game design: loops and arcs. Cook discusses how these structures influence player experience and can categorize different types of interactions within games.

Loops:

  • Loops are cyclical interactions within games where players have a mental model that informs an action, which affects the game system and returns feedback to the player, updating their mental model and starting the loop again.
  • Loops are fractal by nature, meaning they can occur at various levels and frequencies within a game. They are typically repeated multiple times.
  • They help build wisdom in players as they understand a complex system through trial and error, leading to confidence in new situations.
  • Loops consist of interrelated actions and clear cause-and-effect systems that help the player make sense of the game.

Arcs:

  • Arcs are similar in structure to loops but are designed for a single use, like reading a book or watching a movie. Once the interaction is complete, the player rarely revisits it.
  • Arcs serve to deliver a pre-processed payload of information. Typically, the feedback from arcs integrates existing mental models in a new and interesting way.
  • Arcs are efficient at communicating success stories and teach a lesson but lack the robustness of wisdom and may become obsolete with context changes.

Cook also explains that mixing loops and arcs is common in game design for varied experiences, such as narrative games, and how traditional media can employ these structures. He describes how religion uses similar structures, involving loops through worship rituals and sermons, making the Bible not just an arc but part of a broader game.

The essay discusses the rise of arc-heavy computer games aligned with the retail model, which favored selling consumable media. However, with new business models like in-app purchases, loop-based games may be seeing a resurgence.

Cook encourages game designers to analyze the presence of loops and arcs in their games and adapt them to the evolving market. He suggests that focusing on loops can foster games with long-term value and engagement while questioning traditional game forms.

The article concludes with readers being urged to consider the balance of loops and arcs in their design and to evolve beyond simply replicating past patterns. Cook believes by fully investing in the potential of loops, designers can explore new gaming frontiers and create engaging, evergreen games.

Comments on the article include discussions on the concept of loops and arcs, game addiction, the relation to religion, content consumption, and game design theories