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Off the Clock: Tending Someone Else's Garden

A Good Gardener and Show Me A Hero both explore frustrating, seemingly unavoidable cycles.

Welcome to Off the Clock, my weekly column about the stuff I've been doing while out of the office. This weekend, I spent my free time playing...

A Good Gardener

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I grabbed A Good Gardener last month, then totally forgot about it until a reader reminded me to play it yesterday, and I'm very glad he did. A Good Gardener begins with the sort of Futura Bold title card that's become a signature of Wes Anderson and then introduces the player to the sort of clenching, mid-level bureaucrat that you might find in one of his films. From now on, says the bureaucrat, you'll live in the ruins of this bombed out house and it will be your job to plant a garden with seeds provided to you.

So you get to work. You grab the seeds from their box and plant toss them into the lump of dirt in the middle of the living-room-turned-courtyard. You grab the watering can and wet the soil. When you're done for the day, you head to a door marked "Your Quarters," click on it, and cycle through to the next day. You run out of water in your can and worry--then a nice rain comes and refills it for you. You spend one day pulling the weeds from the ground. You do this all accompanied by a quaint little music loop that recalls Wish-era Cure pop songs, if a little more minimalistic. The instruments slide into the track one at a time--it's a nice rhythm to work to, so you keep going.

Then one day, maybe after it rains, some of your plants bloom. But (without getting too specific), they're not exactly what you hoped you were growing. They're still beautiful, but they're decidedly undesirable, and that stings a bit. Your bureaucrat comes back with a whole lot of praise for your work, and that's when you realize that you're not an employee, you're a captive--or really, you realize that there isn't much of a difference to this man. And what a harvest you've brought him.

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And this repeats: You plant his seeds, tend to the crops, and then he returns. If you're like me, maybe you decide to stop planting new flowers and to stop watering the ones you've already planted. But then it rains again, and they grow against your will. Then the bureaucrat shows back up, and maybe you'll feel the hint of panic that I did: Does he know that I've been trying to sabotaging the garden? Maybe just plant a couple of seeds so he won't know. And sometimes, a strange, guilty sort of pride at the beauty of your terrible garden.

And so on and so on.

This loop is like a strange inversion of Porpentine's Skulljhabit or With Those We Love Alive, Twine games that somehow create a feeling of self-discovery by combining motifs of repetition and heavy doses of grim, sloshy fantasy. A Good Gardner, on the other hand, presents itself as saccharine and upbeat, but carries a message much more bleak. The little walled in garden is claustrophobic in a way unique to open air places: The towering factory is a metaphorical extension of the walls and the hint of an outside world rubs your face in your surroundings. And there's no escape, no way to move forward without continuing to plant the seeds they want you to plant.

Why not resist? Why not refuse to plant the seeds? Because if you do, nothing happens. I looked for a savior everywhere: I tossed seeds into the concrete where they would roll away fruitlessly; I watched as birds dug out freshly planted seeds; I let weeds overgrow my garden; I refused to water the growing plants. But none of these things brought about any change. The rain would come and the flowers would grow, and my choices were to wait forever or else plant another. A Good Gardener is fundamentally fatalistic: There is no resistance, just progress towards a goal you don't want to achieve.

There's no explicit punishment for refusing to do what the man and his country want you to do. I've seen some players complain that this is a missing feature: There has to be a way to be a noble martyr, right? The sad answer is "No, not really." Your character has no name or face or voice, so to this bureaucracy you (and any attempt you make at resistance) barely exist. Just imagine that there are another thousand gardens like yours out there, another thousand captive workers with no way to communicate or organize or resist together.

What's one bad gardener to a machine like that?

You can grab A Good Gardener for five bucks from itch.io.

Speaking of distressing political cycles, I also spent my free time last week watching...

Show Me A Hero

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I spent my flights to and from San Francisco last week watching the entirety of HBO's Show Me a Hero, a mini-series that dramatizes the efforts to integrate Yonkers, New York through a series of housing policies throughout the 80s and 90s. Co-Written by The Wire creator David Simon and scribe William F. Zorzi and directed by Paul Haggis (Crash), the show would depict the rise of politician Nick Wasicsko alongside the lives of those stuck in the city's projects. It's a hell of a premise, but I came into the series with ambivalence.

Over time, my love of The Wire has become more and more complicated, and a big part of that is about the show's failure to spend much time examining how civilians working in Baltimore's inner cities struggled to right the same problems that its police force and local government fought. Nailing that would be key for a depiction of Yonkers' troubled history. Seeing Haggis' name attached only made me more skeptical--for all of its awards, Crash's handling of racial tensions only ever felt naive and detached.

But Show Me A Hero (mostly) worked for me.

Like A Good Gardener, it focused in on a series of painful and seemingly-unavoidable cycles. Characters (both in the projects and in city hall) are punished for decisions made above their heads. They're often unable to build coalitions with others even when everyone seems to have the same big picture goals, and the result of that is a fragmentation that leads the city to repeat the same fights over and over. Worse, these cycles lead to the cynical view that nothing can ever change, which in turn leads to a frustrating breed of political opportunism. Someone's gotta grow the garden, may as well be you, right?

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And like a Good Gardener, Show Me A Hero combines open spaces with claustrophobia. The show's cinematography contrasts the narrow hallways and cramped workplaces of its racialized working class with the cool, airy lobbies and courtrooms of government buildings (and the spacious homes of the people who work there.) At key moments, this contrast inverts: When one character leaves Yonkers for the Dominican Republic, we're treated to broad streets and scenic coastlines, while during contentious council meetings in city hall, the screen fills with angry, shouting citizens. The sensory overload makes it literally, physically hard to continue watching.

The end result is a human take on a institutional issue. Show Me a Hero uses the (real) stories of the residents of Yonkers as an illustration of the way structural problems like segregation work. It's valuable, since these things are so often depersonalized so that they can be turned into talking points.

I do wish that Haggis, Simon, and Zorzi felt more comfortable in the projects, though. It's a shame too, because in the rare moments where they get it right, they really get it right: Children playing in the streets, an adult son playfully bickering with his aging mother. But these sort of moments are too rare. One of the key conflicts in the show is that many of the residents of city's overcrowded affordable housing high rises want to move somewhere safer, so framing the projects with some degree of "threat" is necessary (and accurate). But the show rarely feels like it understands these places as homes. As The New Yorker's Emily Nussbaum says "Springsteen dominates, while hip-hop leaks through doors."

Still... much, much better than Crash.

I've Also Been...

Reading:

Listening to:

I didn't leave you with a question last week, but I do want to make a habit of it so:

I spoke a lot (above) about the gameplay "cycle" of A Good Gardener, and I've spoken at length lately about how much I love the "loop" of Fallout 4. These sorts of design elements can be big or small, but they're very common in games. They can be as short as Halo's repetition of Look->Move->Aim->Shoot->Look or as broad as Anno 2205's sprawling arc of resource gathering and infrastructural improvement. So tell me about one "gameplay loop" or "cycle" that has stuck with you. Doesn't have to be your favorite, just has to be one that popped into your head and that you have some thoughts about.

See you here next week (and maybe even on time!)

127 Comments

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dmaggot

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There's really 2 loops that I always come back to. I love a good story-driven RPG, but not one that's too difficult. I enjoy just going and being in a different world and doing random things and talking to the characters that the developer has created. I like making my character stronger and trying to think what they'd do in the situations presented to them.

The other loop that is related but not quite the same is the loot-driven loop of something like Diablo or more recently for me, Marvel Heroes. There's not much to the games, but I keep coming back. Possibly because they are great games for me to zone out to. Games that I can play while also watching some Giant Bomb videos or listening to music or podcasts. It is grinding, and it is monotonous, but sometimes it is exactly what my brain requires.

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koolaid

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I really liked that piece on Rosa Var Attre in the Witcher 3. The ending to that part of the quest took me aback. It seemed true to life though, sometimes you think a relationship will go somewhere and it doesn't, you just have to move on. I felt similarly about what happened to Tamara Strenger at the end of the Bloody Baron quest.

It's an interesting quest and it definitely stands out for me. I remember it as the time I felt the most disconnected with Geralt as a character. After the attack, there was no 'positive' dialogue choice, you could either be a little disapproving or really disapproving of Rosa. It was kinda outputting, she gets attacked by these would-be murderers and Geralt gets weirdly preachy about it ("These men are dead because of you!") Victim blaming much Geralt?

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fram

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Telltale's The Walking Dead for me. For as much praise as that game (rightfully) received for its writing and episodic hooks, I came to really enjoy the loop of meeting new people, getting to know them as the tension rose, having a big "moment" or action scene where shit goes down, then falling back into quiet to pick up the pieces and try to deal with what just happened. That rhythm kept me hooked through season two despite its uneven writing and characters.

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ominousbedroom

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@dmaggot said:

There's really 2 loops that I always come back to. I love a good story-driven RPG, but not one that's too difficult. I enjoy just going and being in a different world and doing random things and talking to the characters that the developer has created. I like making my character stronger and trying to think what they'd do in the situations presented to them.

The other loop that is related but not quite the same is the loot-driven loop of something like Diablo or more recently for me, Marvel Heroes. There's not much to the games, but I keep coming back. Possibly because they are great games for me to zone out to. Games that I can play while also watching some Giant Bomb videos or listening to music or podcasts. It is grinding, and it is monotonous, but sometimes it is exactly what my brain requires.

I relate to the 1st loop, but depending on how interested and how willing I am to get immersed into the world, I may not mind higher difficulties (e.g. Dark Souls). I basically started playing games as an escape from unpleasant real-life situations, going into other worlds, and playing/thinking about the role of those characters within the game's contexts, story and otherwise. Not just in an "ok [this character]'s gotta do that" but more like "I [as the character] have to do that", if that makes sense. All other genres I've played only came afterwards.

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rkk667

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Edited By rkk667

Once upon a time i gave several years of my life to Everquest. While the social hooks were mighty and new, i eventually came to realise that what i fell for was the same feedback loop of "search/hunt->gather/kill->level up-> equip-> win-> hit a new challenge" that had kept me in the gold box dnd rpg games of the 90s.

This broke mobile games for me before they even existed and most MMOs scared me away at the same time as designers began exploring the human condition to keep us coming back.


I am not free though... the open world loops of modern games have me now.

Perhaps some of you know what i mean because we all see it. I loved the first Assassin's Creed and i Loved The Witcher and Dragon Age. The latter ones are much less linear now. It is hard to avoid.

The problem, or i guess the loop because i enjoy it, is that i CAN finish them whenever i want to so i indulge in all of the progression mechanics. There are so many now in each game - i hear games like MGS5 have them well connected even - that I can abandon most and still be caught up.

Maybe Austin, in short, it's an ability tree of new skills or spells rather than +1% to x. That is feedback to me :)

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l4wd0g

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I really enjoyed the loop of XCOM Enemy Unknown/ Enemy Within. It was Mission->Management-> Mission as the world became worse and worse. You had to make tough choices that were really about just staying afloat. Maybe that's why I enjoyed This War of Mine, Cart Life, Xenonauts and Papers, Please as well. You're facing overwhelming odds and just attempting to survive. You're not the bald, white, genetically modified, space marine demigod; and that's kind of refreshing.

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caska

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I guess you could call it a 'cycle' but the one that sticks with me the most is Bravely Default.

First time it happened I was ok. Second time I thought 'really?!'. Third time= fuck this.

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qreedence

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The WoW loop of progression is the one that I think made me addicted to gaming. WoW came out when I was like 12. Having only had shallow experiences with games prior to this, the ever evolving loop really hooked me. When it was getting to new towns, getting all the quests, completing them and turning them in and getting a bunch of new gear and XP. Later on, when I was raiding, the loop changed into something else entirely, where the focus was more on progressing as a group than individual gear. That fundamental change is what has kept me coming back to WoW (even if it's been like a year since I played it now).

Also Alice Coltrane, fuck yeah.

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Corvak

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I have to admit, a lot of Austin's references go way over my head. I'm not a huge 'movies and tv' guy, so I don't spend a ton of time on them, so reading about actors and directors just has me smile and nod like someone at a party who doesn't want to get caught not knowing what the group is talking about. But Austin writes in such a way that it makes me want to know.

Diablo III's Adventure Mode loop comes to mind.

Bounties for lesser keys, which are used to get greater keys, which give the best loot, etc. Basically, the fight, loot, improve loop, but with enough bumps in the road to make it more engaging than that. And finally, the fact that seasons come along and force you to start over every six months or so, preventing the 'perfect' character from existing - though I still feel like the initial leveling to 60 every season is pretty dumb to have to do.

It's Diablo, and the repetiton isn't really hidden, but it adds enough different parts to keep it interesting as a daily thing.

The only thing that really has me slotting D3's loop in above PoE (which I also love) is that PoE really punishes you for exploring the skill tree, a mechanic I hated in D2. Since PoE is online-only, I can't just hack my skillpoints back like in D2. And like D2 it merely encourages letting google spec out your character.

Of course I guess I could go even broader and say i'm a fan of loot based action RPGs - all of them have a similar loop, usually around repeating wherever the 'best' loot drops over and over for gradual improvement to your character. It's like the MMO loop, but without all of the administration required to run a raid group.

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DrStrangepork

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Speaking of tending someone else's garden, this would not be complete without a picture of Peter Sellers.

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BBOYS2231

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Edited By BBOYS2231

Great article Austin!

Definitely not my favorite loop (maybe my worst?), but one that always sticks with me is the "tagging" of planets for resources in Mass Effect 2. At first I thought "Hey, this is a pretty cool thing", then quickly realized the effort it would take to mine resources from every planet. I put way too much time into it, but was a minor blemish in an otherwise perfect game.

Note* Not sure if this counts as a "loop" per se, but it was always the first thing I did before exploring a new set of planets.

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thainatos

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Far Cry 2: Prepare for contact w/ enemy -> Make contact -> Gun jams/Malaria hits/Grenade rolls down hill -> Panic/Improvise -> Barely survive. And then you see another jeep coming down the road...

Kill Screen article is excellent. The tendency to make your character the solution to everyone's problems feels so shallow in comparison. Can't wait to play through NG+ once the next DLC comes out.

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MuttersomeTaxicab

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Etrian Odyssey Untold 2 (EOU2) has a loop that I keep turning over in my head. I think in Etrian Odyssey IV, they perfected the core loop of: go out into an unmapped area in the dungeon and map it, fighting things and leveling up/collecting materials from monsters as you go. Usually TP, the points used to cast spells and do special attacks would run scarce roughly around the time that I was close to a shortcut to circumvent the area I just progressed through. I'd have to weigh using an Ariadne Thread to return to town or push forward to the shortcut and risk getting wiped either by some random encounter or by a roving Formido Oppugnatura Exsequens (FOE). One way or another, I'd return to town, sell everything I'd picked up, upgrade weapons when and as I could and rest in the inn to heal everyone and save the game. I'd either dive back into the same dungeon to keep going or if I got stuck, I'd hop in my airship to tool around the overworld to do some exploring and maybe find a side dungeon or otherwise pick up resources I could sell for more entals (the currency in the game).

EOU2, being a remake of the second Etrian Odyssey game, didn't have the overworld stuff (that was sort-of added in EOIII, but not to the same degree as it appears in EOIV). What they did add was cooking and town development (both of which were also sort-of implemented into Etrian Mystery Dungeon). In addition to getting monster parts to unlock new weapons, you would also get cooking ingredients from harvesting and killing monsters. You then needed to read recipes and select the right ingredients to unlock the dish for the restaurant your guild winds up managing throughout the game. You could eat those meals for various effects on your party the next time you entered the dungeon. You could also put some of your money into developing areas of the town. This would attract different audiences of adventurers who would have different tastes. You could then pay for a marketing campaign to promote a dish that those markets might enjoy, and then after a bit of time, you'll receive some extra entals for your trouble that you could then spend to upgrade your gear, upgrade the town, or market more dishes.

The core loop of "go into this dungeon and map it out" was still there and still fun -- except when I'd hit a dead end -- a puzzle I couldn't solve or a FOE I couldn't figure out how to get past or defeat. Historically, the way through these obstacles was: go and grind in a corner somewhere until you level up/get enough money to upgrade your gear. Having something else to think about when I got back to town that would also provide some extra cash without forcing me to grind was refreshing. Also, at a certain point in the game when you went to bed in the inn, you could trigger different conversations with your party members in story mode. None of the characters were like, super intriguing or anything, but they were competently written and offered a little more personality than the mute ciphers I'd constructed in EOIV.

I think about this a lot, specifically in constellation with Persona Q, which maybe over-relied on puzzles in the dungeons you needed to solve to progress, and also felt a little spare on the party interaction when you were out of the dungeon, which was the main hook, I think, for people who maybe like the Persona franchise, but aren't so into drawing maps.

At any rate, I feel like EOU2 solves a lot of the problems that the first Etrian Odyssey Untold game presented but also adds a level of polish to EOIV's core loop alongside some interesting wrinkles that set the stakes and encourage me to really care a bit more about the town I'm working with, which is something the other Etrian Odyssey games sorely lacked.

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TobbRobb

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Edited By TobbRobb

I love the loop of "earning" a new area of discovery. Games that rollercoaster or funnel me from setpiece and setpiece rarely grab me, but games that make me prove myself to "unlock" new vistas and places to explore is just my favorite thing. Add on a nice style with good atmopshere and solid variation and I'm there for the entire ride.

Examples: Metroidvanias, Souls, Jak 1, PoP 08, Zelda, Okami. And probably some that I don't immediately recall.

Another good one that I kinda create for myself is the aim to become as broken as possible. Read up on mechanics, figure stuff out, min/max, use FAQs if you have to, create a plan. AND THEN BECOME A GOD! Games that are a little too open ended in their character progression for their own good are great for this.

Examples: Souls again, many Jrpgs, Isometric rpgs, Bethesda games (too easy lol), and some weird outliers every once in a while.

And then there is the obvious loop of self improvment or developing a skill. Not neccessarily repetition or practice, since I don't have the patience for it. But learning how to make a game do what you want it to do. Learning how to style with the mechanics, how to beat your opponents and how to feel as one with the game. Multiplayer is an obvious core for stuff like this.

Examples: MOBAS, Starcraft, Fighting games, Devil May Cry/Bayonetta, Souls AGAIN, Bullet Hell and first person shooters I guess (not my thing).

I love loops! They are such an interesting subject of design in entertainment.

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capnrobert

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The loop of trying to down a boss and then succeeding in Bloodborne comes to mind as something that kept me coming back.

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dk3691

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There's something to the travel>mission>shoot>loot loop of Borderlands that just gets me. Those are probably the only games where I can very easily settle in for a whole day of gameplay without realizing it.

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krampasYulog

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I find Monster Hunter's gameplay loop downright comforting. The relationship between the actual hunting and your preparations laid in your town/caravan is just very fascinating to me. I almost get excited when I'm running ridiculously low on some vital item that I can gather, because that gives me an excuse to go on a relatively relaxing tour quest.

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mitchuation

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After completing Xcom enemy unknown on impossible/ironman, the gameplay loop of "move half the way, observe, move next soldier, observe, get whole squad into possition, over watch, repeat (time permitting) has stuck with me big time. The unforgivable difficulty demanded a systematic approach to every single move that no other game has come close to replicating. Same foolproof loop, every turn, for thousands of turns. Amazing

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extreme91886

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Destiny. The loop of getting bounties>traveling to planet>shoot heads>return bounties>sleep>get bounties kept me going for so long. It helps that the shooting is perfect for the way I play, but the loop itself kept me going for hundreds of hours(that hurts to actually type).

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druv

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Edited By druv

@austin_walker You seem to have mistyped "Academy Award winner Crash".

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broletariat

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@nate3470 said:

Does Blitzball in FFX count? Because at one point I just stopped playing FFX and just focused on playing Blitzball over and over again, using pretty much the same team, I think I was too young to understand all the bullshit surrounding it. Just a fun little weird sport game thing.

I also got hooked on Blitzball in a big way. I probably couldn't go back, but I've got fond memories of poaching all the best players from other teams and playing tons of Blitzball with my Patriots-esque juggernaut.

My answer for this question would probably be the SNES game E.V.O. The loop in that was grindy--you had to run around and eat a lot of other animals to get the points you spent on upgrades--but I was totally willing to put up with it to build, like, tanky armored amphibians or pteranodons with T-rex teeth.

More recently, the get money --> die --> buy hereditary upgrades loop of Rogue Legacy was also really addictive.

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mrfluke

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Probably lately it would be nuclear throne's gameplay loop is so satisfying, as it also has the souls effect where your learning from your mistakes and getting better and have that desire to get better with each new run

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Lucifunk

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I've never enjoyed a MGS game before MGSV, but that loop has stuck with me to the point I've been with it for awhile now, but.... I keep thinking about it. I want to fulton something/one. I want to use my silenced tranq sniper rifle to slowly put a base to sleep and send them to the clouds. Actually losing my favorite "buddy" is what kept me from playing once I finished the story. And again, I didn't like that character all that much, I liked the gameplay elements they contributed.

A less popular one I'd imagine were the Mako trips in Mass Effect 1. I genuinely enjoyed exploring places just in case there was something out there hiding away. Usually there wasn't... but sometimes you might just come across a base you could explore or find a piece inventory. 2 was more "fun", but 1 was the more interesting to me of the trilogy. I felt like I was out there exploring and doing space shit for real.

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makejump

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Its pretty basic, but Diablo 2's level up system was captivating to me when I first played it so many years ago. Filling up that experience bar became a heavy priority for me.

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VargasPrime

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One of the gameplay loops that has stuck with me the longest (and made the game series in question one of my favorites of all time) is the character recruitment in the Suikoden games.

Here's a set of JRPGs, you know there are going to be 108 characters in total that you can win over to your cause, some of which come naturally as part of the plot, some that require a decent amount of searching or attentiveness in order to acquire, and some that are completely missable unless you complete specific steps on a specific time frame. Some are completely useless in the scheme of things, other than being a checkmark on your list and allowing for the "true" ending when you finish the game. And there are major army battles where participating characters can be killed! Permanently!

But that loop of finding the Stars of Destiny, figuring out what needed to be done to recruit them, and watching the resulting effects on your army and castle was super effective for me. I would spend hours in each Suikoden game rooting around to make sure I had covered all bases before initiating the next plot advancement and risk missing out on any of my potential soldiers.

Man, I want a new Suikoden.

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Songhunter

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Edited By Songhunter

@mitchuation said:

After completing Xcom enemy unknown on impossible/ironman, the gameplay loop of "move half the way, observe, move next soldier, observe, get whole squad into possition, over watch, repeat (time permitting) has stuck with me big time. The unforgivable difficulty demanded a systematic approach to every single move that no other game has come close to replicating. Same foolproof loop, every turn, for thousands of turns. Amazing

Amen to that! =)

Incase you're unaware, if you're still playing and enjoying Xcom, you need to google "Xcom Long War". It only happens to be a full dlc size Mod that changes pretty much ALL aspects of gameplay. From combat, to different classes (more specialized and with new talents) and a definately more complete and unforgiving experience. If you're like me and you really dig the Impossible/Ironman mode, you should REALLY check out "Long War", I've never been able to play without it once I tried it out.

Or if you're up for grabbing a new game, Xenonauts is pretty much "Xcom: Terror from the Deep", including all the wonderful bullshit that game used to throw at people.

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Actinium

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I actually really enjoy the loop of most f2p or mmo games where i can convert my time and play skill into game resources that can't be bought with real life cash then i can trade those for resources that can only be bought with cash (or in the case of diablo 3 when it still had the real money auction house, actual cash).

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ArbitraryWater

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The core gameplay loop in Monster Hunter 4 Ultimate got me really bad this year. There's a lot of doing the same fights over and over again to grind for materials, but the game is challenging and demanding enough that it still remains satisfying when you're fighting the Rusted Kushala Daora for the 12th time because you need one more wing part to finish that set of armor.

That said, unlike Destiny, which has a similar loop but still feels anemic as far as the late-game grind is concerned, there are several dozen different unique monsters in MH4U. It is not without variety.

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thatdudeguy

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@baltimore said:

Mega Man's game loop of ChooseLevel->SlayRobotMaster->TakeTheirWeapon has stuck with me for nearly 30 years. Why hasn't anyone else tried that formula?

That reminds me a bit of what makes Zelda games interesting for me. I know that if I decide to clear a dungeon, I'm going to get a new gameplay-altering ability or tool. While I play the occasional loot game, better loot (numbers going up) doesn't hold the same appeal to me as getting fundamentally new mechanics as a reward.

Recently, Just Cause 3 has scratched that itch. It has a ton of pacing problems, but also provides lots of info about what a particular mission, challenge, or territory takeover will earn you. So I can sit down for a short session and come out having earned a gameplay-altering reward.

I'm also replaying Shadow Complex thanks to the free PC download this month, and its Metroid-style progression also gives me the same compulsion to "just get to the next item".

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seasleepy

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The first not-explicitly-for-kids game I ever owned growing up was, weirdly, Colonization (I got it as a Christmas present -- I think my folks thought it would be educational, and, well, it was, sort of). I played it constantly, always on easy, always on the New World map.

In many respects, it's similar to Civ, but it differs in that there's an additional economic/worker management side, and there's a really satisfying loop in there of: distribute colonists to jobs -> farm cash crops -> make finished goods out of crops -> ship goods to Europe for sale -> buy new colonists/raw materials -> ship to colony (-> shift what crops are being produced so as to not flood the European market and drive the prices down, educate/acquire colonists as needed for new production) -> goto start

There's something very satisfying about that specific loop that I haven't really found in a lot of games. That latest QL got me thinking I should check out the Anno games sometime since they're probably the closest I've seen lately. I'm afraid the city building parts would get in the way for me though (in Colonization, buildings just have a slot on the colony screen, and if you need higher production, your options are to either upgrade a building or just assign more/more specialized colonists to it).

(Colonization is a great, weird game and if I was still in school and had time to research I could write a heck of a paper on its bonkers interpretation of history.)

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holyxion

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"A Good Gardener is fundamentally fatalistic: There is no resistance, just progress towards a goal you don't want to achieve." In other words, it has a linear narrative. Whether you want to achieve the goal or not is entirely a characteristic of the player, not the faceless silent protagonist, whose character is only expressed through the bureaucrat-character. The designer probably just didn't intend for people to act as conscientious objectors, because in order for that to be the case the player would have to condemn the war based on the very small amount of real, significant information given in the narrative, which again, is based on the interpretation and bias of the player rather than what is intended by the designer. Is it really some subversive look at the horrors of war when you just "take your ball and go home" rather than play a pretty simple and straightforward game the way it's intended?

In regards to core gameplay loops, I tend to just appreciate the classic loop employed in games since DnD of simply explore->fight->collect. Those 3 abstract phases expand to almost every genre of game, in Halo and Anno for example, look and move->point and shoot->pickup weapon is a similar loop, in Anno, develop tech->engage in combat->construct buildings occupies the same basic structure.

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WrathOfGod

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It's not a traditional loop, but the gameplay...recursive path (?) that I got stuck in for the longest time was that of Burnout Paradise. I would hop online with some strangers that I had met through that game. They all had mics; I did not. I would communicate with them through my car horn ("how old are you?" *16 honks*). It was almost gang-like. We'd drive around Paradise City looking for and testing new glitches. We'd make the van float into the air. We'd park our cars inside impossible-to-breach level geometry. We'd stall on top of torn fuselages.

The loop came in when some loudmouth with a too-hot mic and a too-short temper inevitably joined. He would start attacking my "friends" and I would exit whatever dumb glitch I was in and chase after him with my toy Carson GT (painted green, as the Incredible Hulk, natch). Toy cars in that game were practically cheat codes. They were extremely difficult to destroy. So I would pester the nuisance (but who was the true nuisance...?) with my teeny car, taking him down over and over and over again for having the gall to be Too Loud or Too Nude/Red/Mad Online, and eventually they'd leave. I was the asshole Batman of Paradise, and I was having the time of my life. Then I'd start it all again the next day. I have something like 550 hours in that game, and 95% of that time was spent glitching out or being a total pitbull dick. What a game. What a glitchy, fantastic game.

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Onemanarmyy

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Steamworld Dig had a really good loop.

Digging > find puzzle room > do puzzle > go back to town > talk with people / buy upgrades > dig deeper.

For a game that sounds so one dimensional, i still think fondly about that game, because the loop always kept me engaged.

Shining Force had a good loop as well.

First you enter a town, find out whats up > find the 12 hidden characters you can unlock for your squad > go into tactical RPG battles > progress story > enter a new town.

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reisz

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I would swear Tenchu Z is part of my DNA at this point. I can never recommend anyone even play it let alone spend money on it. Objectively it has a ton of problems and from a gameplay variety standpoint? Not even remotely worth the $59.99 price tag, even in 2006 but when I read or hear "gameplay loop" I am instantly transported to poorly rendered feudal Japanese compounds, skulking at speed through every level.

It's a horribly violent, completely amoral gameplay loop but I love the action of it with every fiber I have.

Begin level > scout perimeter of environment > choose an entry point/first target > get within critical engagement distance of enemy without being detected > assess movement pattern and choose the right moment > close distance as quickly as possible > perform stealth kill > loot/hide body > choose next target > rinse and repeat for EVERY non-boss encounter for 50 more levels.

It took me two years and well over a hundred attempts at every level before I stopped wanting to play it every day. It's a terrible, terrible game but for how I'm wired it's also perfect.

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deactivated-5c9d14856890c

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Fantastic article Austin, very much going to check out A Good Gardener based on your dystopian interpretation of it. And I hadn't heard of Show Me a Hero, is it a recent US release we've not heard of in the UK?

Totally off the top of my head regarding gameplay loops..

Is there a 'gameplay loop' to some forum and comment threads thats been going on as long as the internet or longer? Because there's something viciously primal about those I have both enjoyed and hated participating in, similar to how I've perhaps more successfully managed to live without cars / cigarettes these days but am very aware of how enjoyable I found those too.

The worst I find are those that are mechanically given game-like aspects using up and/or down voting and 'best/worst' comment highlighting. It's sometimes unclear if this is done to try and better the comment information or to manipulate commenters into participating more to lead to more clicks.

It's perhaps not obviously a classic 'gameplay' loop. It just interests me as it's purely textual form like interactive fiction, and to a large degree I think, like classic roleplaying, as I tend to believe people aren't entirely themselves in this format.

Anyway, sure most people have wondered this but it was the first one to cross my mind today.

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plonkplonkplonk

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Ptah, the El Daoud is such a great album. You've just inspired an Alice Coltrane kick for me I think.

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rvancetal

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Loved the piece gonna check out that HBO show now.

The loop that holds for me is the perfectly calibrated mission times of Monster Hunter. 50 minutes do this thing that is tense white knuckle and usually in a group too.

The exact moment where I realized I don't actually care that much about the larger stories in games (for the most part) is the same moment when I realized how deep the Monster Hunter hooks are inside me.

That loop of shopping, a bit of chatting beginning quest, gathering, locating, fighting, running, locating fighting it is very much what I look for in video games, sadly that series has been sent to a platform I don't want to own(for reasons that are not software related) so I have found the next closest thing in video games being the death loop in the Souls and most recently Bloodborne games. Which actually is why I didn't mind the BB load times because you need that exhale before you plunge back into the depths once again.

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j_unit2008

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I'm currently working my way through Undertale, and decided to go for the peaceful route (I just can't bring myself to hurt those monsters!). The loop I'm picking up right now in encounters is Act---> Dodge--> Act--> Dodge -->Mercy although some encounters have diverged a little bit from this. For the most part, I've been enjoying figuring out what makes each monster tick and how they want to be interacted with. I'm only a little more than a couple hours in (I'm at the part where Undyne fights you) so I'm curious to see where the game goes from here.

Great job as always, Austin. I especially like these pieces since they give me a chance to reflect on my games and interact with the site.

EDIT: Also, reading these makes me feel like you are way more efficient with your time than me.

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nccows

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In Infamous 2, you could get a power called "Ice Launch," which at the press of the L2 button would create a spike of ice underneath you and catapult you through the air. Going from that into the Static Thrusters (which allowed you to hover) and then rain down electric or ice powers on your enemies made me feel more powerful than any game ever has, in part because of the mobility it granted you.

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EchoForge

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Assassin's Creed, specifically Brotherhood. You wait for your money to come in, do a mission, wait for your assassins to come back, whatever. My memories are by the time everything is sorted, your pockets are full and you're running to the bank again, then do another side mission...

It's like a clumsier, but somehow similarly addictive version of Civ's 'just one more turn' for me.

Then it got overly complicated and dull, especially by the time III hit. Booooo.

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PeezMachine

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My Loop Of Choice: Reus, with "plan, achieve, unlock, repeat." Reus is a mechanically simple game that presents in unlocks in a criminally tantalizing way, rewarding milestones with new build options that present new strategies. Many of the milestones require planning and foresight, which made me thinking about "deck building" and build orders in a very serious fashion. My favorite part of the loop is that it doesn't step on the rest of the game -- you could just chill out in Reus and have a good time building things and unlocking whatever you unlock, but there's this giant rabbit hole ready for you if you want it.

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Chumm

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Great piece! Obligatory copy-editing post:

"human take on a institutional"

"want to move somewhere more safer"

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GrumpyMoose

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I guess for me the first thing that popped in my head was probably harvest moon 64. I was probably in middle school when it came out. Every game day I looked forward to taking care of the farm animals and harvesting the crops. It was repetitive but with the carrot on a stick of expansions, more animals, etc i found it fun. Also the Battlefield 3 game play. I knew metro was going to be picked and I knew it was TDM but man was that fun.

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dmaggot

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@dmaggot said:

There's really 2 loops that I always come back to. I love a good story-driven RPG, but not one that's too difficult. I enjoy just going and being in a different world and doing random things and talking to the characters that the developer has created. I like making my character stronger and trying to think what they'd do in the situations presented to them.

The other loop that is related but not quite the same is the loot-driven loop of something like Diablo or more recently for me, Marvel Heroes. There's not much to the games, but I keep coming back. Possibly because they are great games for me to zone out to. Games that I can play while also watching some Giant Bomb videos or listening to music or podcasts. It is grinding, and it is monotonous, but sometimes it is exactly what my brain requires.

I relate to the 1st loop, but depending on how interested and how willing I am to get immersed into the world, I may not mind higher difficulties (e.g. Dark Souls). I basically started playing games as an escape from unpleasant real-life situations, going into other worlds, and playing/thinking about the role of those characters within the game's contexts, story and otherwise. Not just in an "ok [this character]'s gotta do that" but more like "I [as the character] have to do that", if that makes sense. All other genres I've played only came afterwards.

I don't mind higher difficulties if that's what I'm going to the game for. I love Dark Souls and Bloodborne, but I know going in that's what I'm going to be getting. I also relate with the "I [as the character] have to do that" because it can be fun to try to put yourself in that situation and what might you do if faced with that problem and you had the same things at your disposal. If I'm understanding you correctly. It can be a really fun way to play.

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nickhead

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Boletarian Palace in Demon's Souls. It took me quite some time to 'get' that game when it came out, and all of that time was spent learning the mechanics in World 1 - and I loved every second.

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Eelvac

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The outposts in Far Cry 3 kept me playing that game for hours on end. Once they patched in the ability to reset them, I was done. Such an addictive and fun little part of that game.

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mitchuation

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@makejump: dude hell yes. I had a few 99's back in the days. Probably played around 2000 hours of d2. Best game ever

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Slag

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Final Fantasy

Town->Overworld->Dungeon->Overworld->New Town

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ominousbedroom

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@dmaggot said:
@ominousbedroom said:
@dmaggot said:

There's really 2 loops that I always come back to. I love a good story-driven RPG, but not one that's too difficult. I enjoy just going and being in a different world and doing random things and talking to the characters that the developer has created. I like making my character stronger and trying to think what they'd do in the situations presented to them.

The other loop that is related but not quite the same is the loot-driven loop of something like Diablo or more recently for me, Marvel Heroes. There's not much to the games, but I keep coming back. Possibly because they are great games for me to zone out to. Games that I can play while also watching some Giant Bomb videos or listening to music or podcasts. It is grinding, and it is monotonous, but sometimes it is exactly what my brain requires.

I relate to the 1st loop, but depending on how interested and how willing I am to get immersed into the world, I may not mind higher difficulties (e.g. Dark Souls). I basically started playing games as an escape from unpleasant real-life situations, going into other worlds, and playing/thinking about the role of those characters within the game's contexts, story and otherwise. Not just in an "ok [this character]'s gotta do that" but more like "I [as the character] have to do that", if that makes sense. All other genres I've played only came afterwards.

I don't mind higher difficulties if that's what I'm going to the game for. I love Dark Souls and Bloodborne, but I know going in that's what I'm going to be getting. I also relate with the "I [as the character] have to do that" because it can be fun to try to put yourself in that situation and what might you do if faced with that problem and you had the same things at your disposal. If I'm understanding you correctly. It can be a really fun way to play.

yup, definitely. I haven't actually played bloodborne yet (been putting it off) but I think I'll give it a try before 2015 is over.