Game Development Reference
In-Depth Information
consequences
Using a stopping mechanism can reduce the effect of a positive feedback loop con-
siderably and even make its return insufficient.
implementation
When implementing a stopping mechanism, it is important to consider whether to
make the effects permanent. When the accumulated output is used to measure the
strength of the stopping mechanism, the effects are not permanent. In that case, it
requires players to alternate frequently between creating the output and using the
output in other actions.
A stopping mechanism can apply to each player individually or can affect multiple
players equally. In the latter case, the game will reward players that use the action
before other players do. This means that the stopping mechanism can create a form
of feedback depending on whether leading or trailing players are likely to act first.
examples
A subtle stopping mechanism can be found in the timber-harvesting mechanism
in Warcraft III . In Warcraft III , players can assign peasants to cut wood and produce
lumber. Because the peasants have to transport the lumber back from the forest to
the player's base and cannot cut wood while transporting, the distance to the forest
has an effect on effectiveness of the production mechanism. Because cutting wood
clears the forest, the distance increases as the player cuts more and more wood.
Figure B.9 represents these mechanics.
FIGURe b.9
The stopping mecha-
nism in Warcraft III:
The production rate for
each peasant will drop
to 0.4 when the forest
is almost cleared.
The price mechanism of the fuel market in Power Grid involves a stopping mecha-
nism ( Figure B.10 ). In Power Grid , players use money to buy fuel and burn fuel to
generate money. This positive feedback loop is counteracted by the fact that buying
a lot of fuel actually drives up the price for all players. Because the leading player
acts last in Power Grid , this stopping mechanism causes powerful negative feedback
for the leading player.
 
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