Loop

Reinforcing loop

You might say: growth that feeds itself

Positive feedback makes an increase feed the next increase, so capability or reward can snowball.

What it does
Creates momentum, investment pressure and the risk of runaway advantage.
Ask
What grows, and what does that growth make easier next time?

Parts

Loop: reinforcing

Reward escalation → Capability growth ↺

Sources

  1. Michael Sellers, Advanced Game Design: A Systems Approach, ch. 7, p. 238First, because they are based on reinforcing loops, they have the potential to run out of control in a rich-get-richer scenario unless there are balancing loops in place to prevent this.
  2. Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 6, pp. 113–117: closed circuits and positive feedbackthe score of the better team quickly spirals upward as the difference increases, allowing them to field more and more players.
  3. Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 4, pp. 66–69positive feedback works to amplify small differences
  4. Daniel Cook, Value chains – A method for creating and balancing faucet-and-drain game economies, “Source Type: Investment (Exponential)”Player does an action This gives them resources. But these resources ‘feed back’ into the original action.
  5. Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics, Feedback Loops: positive feedback and score-to-power-up examplesSomething happens that causes the same thing to happen again, which causes it to happen yet again, getting stronger in each iteration

Use it on your project

teardown-apply: hold "Reinforcing loop" (reinforcing-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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