Feedback is used in three distinct senses in game design literature and conflating them causes confusion:
1. Player feedback (game feel sense): the audiovisual and haptic signals a game returns to the player in response to input — screen shake, sound effects, particle bursts, controller rumble. This is the polish layer of game-feel (Swink 2009, see source-game-feel).
2. Feedback loops (systems sense): circular causal relationships within a game’s internal economy. A reinforcing (positive) feedback loop amplifies change — the rich get richer, leading to runaway leaders. A balancing (negative) feedback loop resists change — catch-up mechanics, resource caps, difficulty scaling. Both are design tools with trade-offs (Sellers 2018, see source-advanced-game-design).
3. Designer feedback (process sense): information returned to the designer about how players experience the game — the output of playtesting. This is not a game system property but a production practice.
When a source says “feedback,” check which sense is intended.
Practice
Watch a two-minute clip of gameplay (your own capture, or gameplay footage from a game you know) and log every feedback event with a timestamp:
- classify each player-feedback event (sense 1) as audio, visual or haptic, and note the action that triggered it
- note any feedback loop (sense 2) visible in the clip, labelled reinforcing or balancing
- write one question you would ask a playtester about this section (sense 3)
Success test:
- at least ten events are logged with timestamps
- every sense 1 event is linked to the player action that caused it
- every loop is labelled reinforcing or balancing, with a one-line reason
- the sense 3 item is phrased as a question about the player’s experience, not as a game system
Extension:
- find one action in the clip that gets weak or no feedback and propose a game-feel addition for it
Self-test
- What are the three senses in which “feedback” is used in game design?
- What is the difference between a reinforcing and a balancing feedback loop?
- Which sense does screen shake on a hit belong to?
- A catch-up mechanic that helps a trailing player is which kind of loop?
- Why is designer feedback not a property of the game system?
Answers
- Player feedback (audiovisual and haptic response to input), feedback loops (circular causal relationships in the game’s systems), and designer feedback (information from playtesting about how players experience the game).
- A reinforcing (positive) loop amplifies change, such as the rich getting richer; a balancing (negative) loop resists change, such as catch-up mechanics, resource caps or difficulty scaling.
- Player feedback, the game feel sense.
- A balancing loop.
- It is information returned to the designer through playtesting, which is a production practice rather than something the game does.
Related: game-feel, internal-economy, systems-thinking, game-balance, playtesting, foundational-vocabulary