Honestly, the negative feedback loop of modern Mario Kart games is the *reason* why I fell off Mario Kart and stopped being interested in them. I realize that positive feedback loops aren't fun for the people who are losing, but I really dislike the "artificial" feel of the person who's doing the best being punished, just to keep the game closer and more competitive. Several Mario Party games also suffer from this, awarding stars to people in last place just to keep the whole game a bit closer and a tighter race to be the winner. It just feels really artificial to me, and I would rather lose a game in which the person in the lead snowballed all the way to the end, rather than be given a bunch of gimmie handouts because I'm in last. That probably just comes down to personal preference and I'm probably in the minority in this, but these negative feedback loops are a big reason why I have just stopped playing many games, both board and video.
I guess you have only experienced "passive" negative feedback loops, not "active" one which, while they do give advantages to the "losing" players, said players must still use them correctly.
My favourite examples are in Nick Bentley's Catchup(where growing your largest group means giving the opponent an extra move that they still have to play correctly or they'll just give you that advantage back) and Pax Renaissance(with great power comes great liability; cards that affect multiple areas also get hit by cards which attack any single one of those areas. Nearly every single thing you do helps other player in one way or another)
I'm sorry, but the loops aren't only applicable to those who are winning and losing. A positive feedback loop is any benefit the game gives you for doing something in game.
Honestly, the negative feedback loop of modern Mario Kart games is the *reason* why I fell off Mario Kart and stopped being interested in them. I realize that positive feedback loops aren't fun for the people who are losing, but I really dislike the "artificial" feel of the person who's doing the best being punished, just to keep the game closer and more competitive. Several Mario Party games also suffer from this, awarding stars to people in last place just to keep the whole game a bit closer and a tighter race to be the winner. It just feels really artificial to me, and I would rather lose a game in which the person in the lead snowballed all the way to the end, rather than be given a bunch of gimmie handouts because I'm in last. That probably just comes down to personal preference and I'm probably in the minority in this, but these negative feedback loops are a big reason why I have just stopped playing many games, both board and video.
Yeah, it's certainly a balance
I guess you have only experienced "passive" negative feedback loops, not "active" one which, while they do give advantages to the "losing" players, said players must still use them correctly.
My favourite examples are in Nick Bentley's Catchup(where growing your largest group means giving the opponent an extra move that they still have to play correctly or they'll just give you that advantage back) and Pax Renaissance(with great power comes great liability; cards that affect multiple areas also get hit by cards which attack any single one of those areas. Nearly every single thing you do helps other player in one way or another)
I'm sorry, but the loops aren't only applicable to those who are winning and losing. A positive feedback loop is any benefit the game gives you for doing something in game.
Okay.
Is there a reason you stoped uploading
Been busy with other projects :) www.youtube.com/@OandCoGames