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Mini Loop

A mini loop is a set of two or more gameplay elements that are part of an interplay loop, which are also sub-elements of another gameplay element which is part of its own interplay loop. An interplay loop is a set of two or more elements, such as items, weapons, attributes, attacks or characters, which are counter of each other. One of these elements or entities may be comprised of or generate two or more elements which are also counters of each other. Mini loops add even more depth to gameplay without increasing the complexity of the system, increasing the possibility of generating emergent gameplay.

Mini Loop - Mortal Kombat 11

glossaryCombatcore loopgameplaygame design

A mini loop is a group of two or more gameplay elements that are part of an interplay loop, which are sub-elements of another gameplay element which is part of its own interplay loop.

An interplay loop is a set of two or more entities, like items, weapons, attributes, attacks or characters, which are counter of each other, that is, each one provides an advantage over another (or maybe all the others). There might be cases where one of these elements or conditions lead to another set of mechanics or elements that are part of another interplay loop, making them a mini loop (or sub loop).

An example can be found in fighting games like Mortal Kombat, where the actions or attacks a player makes can be effective or countered by the actions of their adversary. Generally, one of these situations may occur, where one player (A) counters the other (B): A attacks but B blocks the attack, A blocks but B grabs A, or A tries to grab the enemy but B attacks first. Nonetheless, there might be a case in which both players perform the same action. If both block or grab, then neither of them will be successful. If both try to attack to each other, then the results will depend on the type of attack they perform: an overhead attack wins over a low attack, which beats a high attack, which at the same time may beat an overhead attack. Hence, while the triad "Attack-Grab-Block" form their own interplay loop, the "Attack" mechanic has a mini loop comprised of the triad "Overhead-Low-High".

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