Rampant Games - Positive and Negative Feedback Loops
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August 17th, 2009, 14:15
Great article, imho, which might also explain some incidents of "streamlining" games. Or even more general streamlining of games in general, under the assumption that game developers believe in alternative "negative feedbacxk" routed being wasted efford, too.
However, I had quite a hard time understanding the article, because I mostly learn by examples, and there were few examples in it I could understand. The Wing Commander example was the almost only example I really understood and where I could apply the concept to (the other one was the level scaling of Oblivion - personally, I'd add the imho endless amount of fighting encounters of Wizardry 8 to that, too).
If someone has more examples, I'm willing to read them.
Because I still don't quite understand the negative aspect of a positive feedback loop.
“ Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius – and a lot of courage – to move in the opposite direction.“ (E.F.Schumacher, Economist,
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