Part
System dynamics
You might say: the larger loops underneath
System dynamics are interacting loops of resources and rules—sources, drains, converters, traders and feedback—that shape play over time.
- What it does
- Turns repeated actions into growth, pressure, scarcity and counterplay.
- Ask
- Which resource flows amplify, brake or constrain the core loop?
Parts
- Boosting engine: This game's boosting engine turns some resource now into greater future capacity or flow.
- Braking engine: This game's braking engine drains a resource or reduces its future rate so another loop does not run away.
- Economy: This game's economy generates, destroys, trades or converts resources into value or capability.
- Ecology: This game's ecology is a set of parts whose resource exchanges constrain or counterbalance one another.
- Reinforcing loop: Positive feedback makes an increase feed the next increase, so capability or reward can snowball.
- Balancing loop: Negative feedback counters a change and tends to move the system toward an equilibrium or bounded range.
Sources
- Michael Sellers, Advanced Game Design: A Systems Approach, ch. 7, p. 236
Each system works with resources as described earlier: the parts’ behaviors typically involve the increase, decrease, flow, and/or conversion or exchange of resources between parts; this is what creates the systemic loop.
- Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 5, p. 80
These feedback structures determine much of the dynamic behavior of game economies.
- Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 6, pp. 113–117: closed circuits, positive and negative feedback
The structure of a game’s internal economy plays an important role in a game’s dynamic behavior and gameplay.
- Michael Sellers, Advanced Game Design: A Systems Approach, ch. 5, pp. 175–184
you need to get to the point where you have fully defined the parts, the loops, and the whole of your design.
- Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 4, pp. 59–70
Feedback systems based on relationships between two players can produce effects that keep games close
- Tynan Sylvester, The Simulation Dream, “Player Model Principle”; “Drowning in Complexity”; “Story-Richness”
The simulation does the logistics and generates some random outcomes, while the player adds the meaning and pathos.
- Daniel Cook, Value chains – A method for creating and balancing faucet-and-drain game economies, ch. 1 “Basic structure of a value chain”; ch. 2 “Balancing value chains”
Value chains are one way of structuring your game’s internal economy
- Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics, The Process of Design; The Process of Play; Feedback Loops; Emergence
Generally, emergence describes a game with simple mechanics but complex dynamics.
- Tynan Sylvester, The Simulation Dream, opening ecology example; Player Model Principle; Drowning in Complexity; Creating Story-Richness
The simulation does the logistics and generates some random outcomes, while the player adds the meaning and pathos.
Use it on your project
teardown-apply: hold "System dynamics" (system-dynamics) 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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