The Core Cycle
Filed Under (Uncategorized) by seppo on 24-02-2010
This is a followup to this blog entry: What Is a Game, Anyway?
If you haven’t read that already, check it out first.
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Probably the single most important piece of useful game design advice I got many years ago was this: “Figure out what your player is doing most of the time, and make that fun.” It’s not a bad metric for figuring out when a game is good, and when a game is bad.
For instance, two examples:
- Gears of War (Xbox 360): Most of the time, the player is moving and shooting. Moving and shooting are fun because there’s constant pressure applied to the player by their opponents, they’re extremely vulnerable when they move out of cover, shooting is critical to mitigating that vulnerability, and the Locust are evil bastards who should die.
- Final Fantasy X (PS2): Most of the time, the player is walking from place to place, watching cutscenes, or fighting. While in the walking sections, a red dot tells you where to go. The environments are pretty but ultimately lifeless, rendering the walking sections uninteresting. Cutscenes are pretty, and there is lots of story, but this part is entirely noninteractive, and the story doesn’t actually really inform my action, because the walking sections are entirely linear, and I have no influence over the story. Combat is interesting because there are strategic decisions to be made, the consequence of making a good or bad choice is obvious, and I’m informed enough to know how to go about making those choices.
Where Gears of War has a tight integration of its mechanics and narrative, and keeps the player engaged during the actions they’re performing the vast majority of the time, Final Fantasy X takes two of its three most time-consuming sections and makes them as interesting as watching paint dry. (Please direct hate mail to the comments section - I know I’m in the minority re: FFX, but I stand by my utter hatred of the title.)
Sure, there are items to be found, but the items are, by and large, unusable in the walking sections of the game. There are sometimes minor conversations to be had that shed additional light on the story, but without the ability to actually affect the story, they’re flavor without substance.
The distinction is that Gears of War has a well-integrated Core Cycle of mechanics, and Final Fantasy X does not.
The Core Cycle is essentially the logical loop that a player performs repeatedly throughout the game. In the Sims, for instance, the core cycle is as follows:
- Earn Money -> Buy stuff -> Fulfill Motives -> Build Skill -> Gain Friends -> Get Promoted -> Go to Work -> (repeat)
If you haven’t played the Sims, let me go into a little more detail:
A player earns money by working. They use the money to buy new objects for their Sim to use. By using objects, Sims can fulfill motives, such as happiness or hygiene. If they can keep their motives fulfilled, they have some free time to build skills. Skills, such as artistic acumen or physical fitness, can help you build friendships, and do better at your job. Skills and the number of friends a Sim has are gates to getting promoted. If a player earns a promotion, they get paid more, and can repeat the cycle again.
One trip through the cycle takes an experienced player about 15 minutes. This means that for an experienced player, the game evolves slightly every 15 minutes. The player’s earned some new objects, which can be used to fulfill motives in different ways. While the core mechanics of the game haven’t fundamentally changed, they’re kept fresh by continually introducing new content, and evolving the way the player progresses through the Core Cycle.
To take something totally different, Halo’s Core Cycle is as follows:
- Enter a room -> Assess targets -> Kill targets -> Acquire weapons -> (repeat)
A player enters an area. They look at the environment, assess the enemies in the immediate area, and formulate a plan of attack. They then execute that attack, fighting against a reactive AI. As they kill enemies, the enemies drop weapons that the player can pick up. Because each weapon contains a limited amount of ammunition, the player is encouraged to swap out weapons often. Because each weapon has unique strengths and weaknesses, players must play out the next iteration of the Core Cycle differently. Periodically, players will acquire new and more powerful weapons, which keep the Core Cycle evolving throughout the game.
In contrast, Lair, for the Playstation 3, had a different Core Cycle:
- Enter a level -> Assess targets -> Kill targets -> Earn Carnage -> (repeat)
Superficially, the cycle seems similar to Halo’s. The player flew a dragon that could kill enemies in a variety of ways, through fireballs, melee attacks, or an assortment of other similar attacks. Functionally, almost all the attacks were available to the player from the start of the game, except a limited number of “Combo attacks” that could be used during melee combat that were earned by acquiring Carnage points.
Over the course of the game, the acquisition of those combo moves was the only mechanical progression that the player encountered. Additionally, because Fireballs were incredibly overpowered, players could easily kill anything with the game by using the dragon’s default fireball attack. This meant that as the Core Cycle repeated, even if the player earned Carnage and unlocked new melee combos, they still would attack with the same default fireball.
Every repetition of the Core Cycle was identical. Sure, the superficial details might change, but it was the functional equivalent of playing through the entire Halo campaign with only the pistol. The Core Cycle had no sense of progression or evolution, and settled into mind-numbing repetition quickly.
This is why Progression, while more of a distinction between a good game and a lousy one, is so critical to the core mechanics of the game. Every decision point has to feed into the Core Cycle, and if the Cycle doesn’t evolve every few trips through the loop, people will simply lose interest and stop playing. Once that happens, nothing else matters anyway.
Next? Complexity vs. Randomness (or, Why Your Deep, Elegant, Beautiful System Sucks)






