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How We Design Game Loops That Stick

IWPG core game loop design diagram

People ask us this all the time. How do you make a game mode that people actually keep playing? Not for a weekend. For years.

Honestly, there's no trick. It comes down to one thing: does the loop work? We break every game mode into five stages. If any of them are weak, players leave.

1. Discover

When someone logs in, something needs to be different. New terrain, shifted power dynamics, a base that wasn't there yesterday. If a player opens the game and already knows everything that's going to happen, they're going to close it.

2. Engage

Every system has to connect to every other system. Combat feeds into territory. Territory feeds into resources. Resources feed into building. If you isolate these from each other, you end up with three shallow experiences instead of one deep one. We've made that mistake before.

3. Risk

This is where most mods get it wrong. If there's nothing to lose, nothing matters. We want players to feel the weight when they decide to push a territory or stash their best gear. The tension is the point.

4. Reward

Payoffs have to match what was risked. We don't give out free wins. The best loot and the best positions go to the people who put the most on the line. If you earned it, you know you earned it.

5. Return

Here's the real test. When someone logs off, do they think about the game? Are they planning their next move at work? Talking about it in Discord? If yes, the loop works. If not, something is broken and we need to find it.

A game loop is a feeling, not a feature. If you're not thinking about your next session while you're away, something's off.

This is how we've thought about design since 2011. Wasteland players have been coming back for over a decade because of it. Rusty Kingdoms testers are averaging 2+ hour sessions. When we build something new, this is always the framework.