Knob

Drain and stop threshold

You might say: the brake setting

A drain removes resource, and a stop threshold decides when the loop can no longer continue.

What it does
Sets the regulating force and the point at which activity stalls.
Ask
How much drain preserves choice without making the loop inert?
Typical
drain per cycle; minimum viable resource

What to look for

  1. Resource falling each cycle
  2. Activity stopping when resource is too low

Sources

  1. Michael Sellers, Advanced Game Design: A Systems Approach, ch. 7, p. 240Like a car with dragging brakes providing too much friction, this has the overall result of removing too much energy from the game’s systems, and the game will slow to a stop.
  2. Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 6, pp. 113–116: drains and feedback effectsAny changes that affect the output of a node can also close a feedback loop.
  3. Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 4, pp. 61–62, 66–70Drains are the opposite of sources: They take resources out of the game
  4. Daniel Cook, Value chains – A method for creating and balancing faucet-and-drain game economies, “Faucet-and-Drain” economy; “Sink Type”These extract resources from the game and thus limit accumulation and pooling.
  5. Ian Schreiber, Level 10: Final Boss, “Inflation”; “money sinks”Negative-sum elements are sometimes called “money sinks,” that is, some kind of mechanism that permanently removes money from the player economy.

Use it on your project

teardown-apply: hold "Drain and stop threshold" (drain-stop) 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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