Loop
Balancing loop
You might say: pressure that pulls back
Negative feedback counters a change and tends to move the system toward an equilibrium or bounded range.
- What it does
- Protects decisions from runaway growth, dead ends and unbounded inflation.
- Ask
- What signal rises, and what response reduces it?
Parts
- Pressure and countermeasure: A pressure raises a cost, threat or scarcity signal; a countermeasure supplies negative feedback that reduces its effect or changes the available choice.
- Settled range: A settled range is the equilibrium band toward which a negative-feedback loop moves while meaningful choices remain.
Loop: balancing
Pressure and countermeasure → Settled range ↺
Sources
- Michael Sellers, Advanced Game Design: A Systems Approach, ch. 7, p. 250
Balancing systems are sometimes described as being resilient or brittle: within a certain range of change, the ecology can rebalance itself.
- Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 6, pp. 113–117: negative feedback stabilizes differences
negative feedback stabilizes the differ- ence
- Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 4, pp. 66–70
The point at which the system stabilizes is called the equilibrium
- Ian Schreiber, Level 10: Final Boss, “Trading”; “Inflation”; “money sinks”
Trading mechanics usually serve as a negative-feedback loop, especially within a closed economy.
- Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics, Feedback Loops: negative feedback and stabilizing play
A negative feedback loop is a balancing relationship.
Use it on your project
teardown-apply: hold "Balancing loop" (balancing-loop) from the teardown at https://teardownatlas.com/game-design/ against my project
Paste it into a coding agent that has the teardown skills.
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