Systems consisting of looping interactions between parts are the primary means of generating the interactive gameplay experience. In this chapter we revisit loops (first introduced in Chapter 2, “Defining Systems”), including a new look at the four principal loops in game design (introduced in Chapter 4, “Interactivity and Fun”).

This chapter also defines the main kind of game system loops and discusses some examples. This is followed by a discussion of the goals, tools, and issues related to systemic game loops and how to create and document your game systems.

More Than the Sum of the Parts

In Chapter 1, “Foundations of Systems,” we discussed different kinds of thinking and the idea of a unified whole being other ...

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