Game Development Reference
In-Depth Information
use of the term feedback is not related
to the feedback elements discussed in
Chapter 8, “User Interfaces.” In the
context of a user interface, feedback
refers to a means of giving the player
information about the effects of his
actions upon the game world. In the
context of an internal economy, feed-
back refers to resources that are fed back
into a production mechanism.
Needed to
Stone
So long as the mechanism has a supply
of the resource to start with and the
mechanism produces more than it req-
uires, there's nothing wrong with using
a feedback loop. But if for any reason the
systemrunsoutoftheresource,themech-
anism won't be able to produce any
more. This condition, called a deadlock ,
locks up that part of the economy unless
you provide some other supply of the
resource—a way to break the deadlock .
Stonecutter's Hut
Produces
FIGURE 10.3 The feedback loop in The Settlers III
The Settlers III contains a feedback
loop. The player needs stone to build a stonecutter's hut in order to house a stone-
cutter who produces more stone (see Figure 10.3 ). Ordinarily, the game starts with
some stone already in storage, so if the player builds a stonecutter's hut right away,
the stonecutter produces the stone needed for other activities. However, if the
player uses up all her stored stone constructing other buildings, she might not have
enough to build a stonecutter's hut, and she will be in a deadlock—hut building
can't proceed without stones; stones can't be produced without a hut. The Settlers III
provides a way to break the deadlock: The player can demolish another building
and get back enough raw stone to build a stonecutter's hut after all. Note that the
stonecutter's hut doesn't actually need stone to operate , but the player does need
stone to build it in the first place. As long as the player builds and retains one
stonecutter's hut, she shouldn't get into a deadlock.
Two produc tion mechanisms that each require the other's out put as their input in
order to work are mutually dependent . Again, there's a loop in the process. If the re-
sources produced by either one are diverted elsewhere and production stops for lack
of input, this, too, can produce a deadlock.
In designing your game's internal economy, you need to watch out for deadlocks,
which can occur whenever there's a loop in the production process. To avoid dead-
locks, either avoid such loops or provide an alternative source for one of the resources.
This is the point of collecting $200 when you pass “Go” in Monopoly . A player who
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