Feedback in systems design, and a need for new terminology

by Darius Kazemi on January 24, 2012

in design

About a year ago on a thread on Google Buzz (RIP) I wrote a quick definition of  ”positive feedback” and “negative feedback” in terms of their technical, systems design meaning. I figured I would repost it here, since every now and then someone asks me what it is and I search my email to copy/paste it. It’s pretty slapdash but it gets the point across, and people have found it useful. So… here you go, internet.

In short: negative feedback is a system that regulates itself. Think of a thermostat. You set it to a certain temperature T. If the house goes above T, it instructs the systems to cool the house. If the house goes below T, it instructs systems to heat the house.

Positive feedback is where things are reinforced and amplified. Imagine a thermostat that cranks the house hotter when the temperature is above T, and makes it cooler when it’s below T.

The main difference is that in the first example, the temperature will tend to remain at T. In the second example, it is highly unlikely the temperature will be T, and in fact it will trend towards either very hot or very cold.

The simplest example of negative versus positive feedback in game design that I can think of is possession rules in 1-on-1 pickup basketball. A negative feedback rule is something like, “If I score a basket, you get to start with the ball.” By giving an advantage to the loser, you’re evening the playing field a bit and bringing the temperature back down to T, so to speak. A positive feedback rule would be, “Winner keeps the ball.” This means winners tend to keep winning, making the house hotter and hotter.

Randy Smith likes to use Mario Kart as an example of a game with strong negative feedback: items like the Blue Shell cause people in the winning position to be at a disadvantage so those behind can catch up. This is also colloquially known as a “rubber banding” mechanic.

Mainly this is in stark contrast to the other way the terms “positive feedback” and “negative feedback” are used in game design: to signify something positive given to the player (reward) or something negative given to the player (punishment). “Feedback” in general can refer to either feedback loops like I describe, or to the general concept of “giving information to the player about the results of their actions.” I would vastly prefer if we started disambiguating the two usages. I’d like “feedback” to retain the meaning I sketch above, which is probably due to my bias as someone trained as an electrical engineer!

Any suggestions out there for a word other than “feedback” that would describe “giving information to the player about the results of their actions”? Or, hell, a different word for “systems whose outputs determine their future inputs” (which is what I describe in my examples above)?

(Edit: “reinforcement” has been variously suggested here and on Twitter for EITHER kind of feedback. See my comment below on why I think it’s only suitable for the “giving information” kind.)

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My favorite games of 2011

by Darius Kazemi on December 20, 2011

in games,Games I Love

I was planning to do this anyway, but then Zack Hiwiller beat me to it and I got all jealous. Here’s a list of some of my favorite games that came out in 2011 (or at least the ones I thought of on my lunch break).

  • Murder Dog IV: Trial of the Murder Dog. I wrote at Paste Magazine about why I like it.
  • Crime Zone. Another game by the creator of Murder Dog, this is primarily an exploration of the psychogeography of a member of a police squad that enforces the will of a totalitarian state. For real.
  • Deus Ex: Human Revolution. It doesn’t innovate over the original Deus Ex. It’s pretty much the same game except not quite as good. I am completely okay with that because I’m a shameless DX fan.
  • Skyrim. This took me by surprise. I found Oblivion really boring, but I very much liked Fallout 3. I typically hate fantasy genre stuff. But I’ve logged about 40-50 hours in Skyrim, and keep coming back to it.
  • Vertex Dispenser. I wrote about this game as well. (It’s 50% off right now at Steam!)
  • Frozen Synapse. It’s the squad based battle planning stuff I love from Jagged Alliance 2. Runs like a dream under Wine on Linux, too. I had fun with this.
  • Soul Brother. Hands-down my favorite browser-based game of the year. Incredible soundtrack.

Unfortunately, most of the other games I enjoyed this year technically have not been released yet so I can’t talk about them here. Oh the trials of being an IGF judge and Indiecade-attending-person.

The unreleased game that stands out the most in my mind is Johann Sebastian Joust, which I played with my coworkers at our holiday party last weekend. Here’s a video of a test run:

Playing Joust at Bocoup from maryrosecook on Vimeo.

I spent $200 on four PS Move controllers to play this (I don’t own a PS3) and IT WAS TOTALLY WORTH IT.

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At Dawn

November 23, 2011
Thumbnail image for At Dawn

I made a little game-like thing called “At Dawn” for the Boston Game Jams HTML5 game jam that ran this past weekend. The theme for the jam was “Dawn.” I didn’t have time to attend for the whole weekend, so instead of making a game I just messed around with building a pixelated sunrise. I [...]

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Outsider Videogames: I review the 2012 IGF Pirate Kart

November 10, 2011

My latest Outsider Videogames column is up at Paste Magazine. I review the IGF Pirate Kart, which if you don’t know what it is, well… read my article, I guess!  

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Fieldrunners HTML5 has launched!

October 25, 2011
Thumbnail image for Fieldrunners HTML5 has launched!

I’ve been working as a producer on the HTML5 port of the hit mobile tower defense game Fieldrunners for about 4 months now, and I’m happy to say the game is finally available! (Requires the Google Chrome web browser.) Bocoup (my employer) worked with Gradient Studios to port the game, and Subatomic Studios (the original [...]

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Contract negotiation for mid-career game developers (part 2)

October 10, 2011

Welcome to part 2 of my series on contract negotiation for mid-career game developers. Please also check out part 1, which provides a general overview. A story You’ve been interviewing with this game studio for two weeks now. Two months if you count time from your initial resume submission. They flew you out, paid for [...]

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It ain’t satire

October 3, 2011

On Friday, Joystiq published an article that got people angry, including me. It commented on a news item about a 46-year-old man who was taunted by a 13-year-old while playing CoD: Black Ops. If you haven’t read it yet, I guess you should go do so, otherwise you won’t understand the rest of this blog [...]

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Another GameMaker HTML5 port

September 23, 2011

In early 2010 I made my first plane jam game called AF 337. I loaded it into GameMaker HTML5, pressed a button, and it was working in the browser, no extra effort required! I think it’s running a little slower than the native version, but I’m pretty pleased with the performance of a completely unoptimized [...]

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Transcript: Brandon Jones’ WebGL talk at onGameStart

September 23, 2011

These are my notes from Brandon Jones’ onGameStart session on WebGL. Brandon’s the author of the awesome glmatrix. Any mistakes or misinterpretations are my own. My notes are in square brackets. [I came in a little late to this session. Brandon built a Quake 3 level renderer.] Q3 demo had no serverside stuff. All clientside. [...]

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Ported yesterday’s plane jam game to HTML5!

September 22, 2011

So the plane jam game I made the other day was made in GameMaker. Today, YoYo Games released GameMaker HTML5, which I purchased sight unseen because I’m that kinda guy. Here’s the port, play it in your browser! I was unable to do my background scrolling effect, but that’s because it was a horrible horrible [...]

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