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According to Rising High Academy
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Core game Loop is
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Essentially the very heartbeat of your game
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It is a series or
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Chain of actions
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That is repeated over and over
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It's a primary flow your players expiry
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The most basic of core game Loops goes something like this
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You enter a new world
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You defeat enemies
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With a credibility say
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Then you get a reward
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This obviously is one of the oldest game Loops in the book but it also tried-and-true
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It's the foundation for my game Never song
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Also Metroid
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The Legend of Zelda in hundreds of other titles
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4 games like
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TSA tekashi's with Tom
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Decor gameloop is simulate more complex
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Often shrouded in mystery
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Confusion and Abstract dialogue
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But it still stands on the following generic core game
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It's pretty simple you complete a task
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You gain a new playable character
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Can you do a heart attack
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With that character
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One of the most meaningful conversation that had regarding the importance of this
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Was actually with David Perry
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The owner of shiny entertainment
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The creator of Earthworm Jim
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David was kind enough to take me to lunch while I was on a trip to Los Angeles for a pinstripe press tour
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He graciously gave his time to me to let me pitch a game idea to him to see if he was interested in investing
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Was called poison tail and it was a
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Quirky hack-and-slash game
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About Adam and Eve
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I nervously sifted through a pitch deck I had spent weeks preparing
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Sitting in a beautiful dining room overlooking the Pacific Ocean
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The entire pitch
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Was essentially about the story
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Nothing more
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Add a few gameplay mechanics
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But no significant
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Core game Loop
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After about 10 minutes
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Pitching the story
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David smiled at me
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Take me for sharing the game with them
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But ultimately turned me down to
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What makes the game
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Sticky
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Yeah
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I didn't really know what sticking meant
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I just began mumbling about the story
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What about the game mechanics
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Make the project unique
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Can you tell me your core game Loop
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In a single sentence
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Be kind lyrics
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It's a Zelda like
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Game about
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Adam and Eve
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I said
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I think I began laughing at this point because
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It suddenly clicked
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The core game Loop
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Was not sticky
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The core gameloop actually didn't exist
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The game needs to feature a loop
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That is sticky
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Meaning people not only get it right away
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But it sticks with them
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After they hear about it
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In a single sentence
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You really got me thinking
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He was suddenly so on
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To stick out in the giant ocean of Steam games
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And ultimately be profitable
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You must have a sticky cord game
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Sticky cord gameloop will achieve all three of the following
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It's familiar
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If unique
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Memorable
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If you combine these three traits
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You got yourself a sticky core game live
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Here are some examples of core game Loop
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That fit these criteria
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Portal is easily familiar
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As a first-person shooter
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It's Unique in that will that uses portals
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It's memorable in that the portal mechanic looks so breathtakingly bizarre
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Holiday is
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Particularly familiar
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As reminds players of the maze-like world of Metroid in Castlevania
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However it's still stands uniquely on its own
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Another world is insanely huge
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Too cute in my opinion
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Obviously it's art style is memorable but
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Art isn't really relevant in our discussion about
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Corgi
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What makes it mechanically memorable is just how buttery-smooth the mechanics are
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Which is actually specifically called out and it's trailer
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A great example of a sticky in drts and that's a real time strategy game
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Is satellite rain
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It is familiar and that it almost
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Immediately reflects the
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Classic cyberpunk
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Isometric syndicate
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Awards for 1996
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And all of the top-down strategy games that followed suit
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However it's Unique
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Another player can choose to
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Spore cybernetic agents each with unique rolls
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Finally it's memorable
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And that it heavily focuses on stealth mechanics
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In addition to its familiar strategy ask
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Breath of the wild is the crown jewel
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90 sticky core kamloop examples
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Familiar for a variety of reasons
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But mainly in
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Open world concept
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Which has become increasingly popular
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It is unique in its
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Emptiness
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This is a brave approach to the core game live
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Imagine pitching
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Emptiness
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As part of your core gameloop to shareholders at Nintendo
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The breath of the wild team stood firmly though
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Constantly
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I'm a simple concept of trusting the players patience
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Quiet world
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With very little to do but just
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Run around and listen to music work
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But not without some unique rewards offered
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In finally breath of the wild is memorable
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Simple because it allows the player to really explore
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Unlike a lot of games
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Claim
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Open world games
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Distinguishing sensation of discovery
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Is the primary reward for almost every action
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In breath of the Wild
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Even the act of purposely dying
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According to the director breath of the Wild fujibayashi
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She's actually kind of a fun to be had from falling
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And dying
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You learned to be careful and be cautious
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We felt that gave a lot of players the emotional preparedness
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To take on the rest of the world
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Ultimately decided
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We should let them die
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