The Core Loop is King
A game's fundamental activity must be intrinsically fun and endlessly repeatable.
Quote
The core mechanic of a game must be fun in and of itself, and it must be something players want to do again and again.
Bates says that at the center of every successful game is a "core loop" – a main action or set of actions players do repeatedly. This loop is not just a technical process; it is the game's promise of fun. If jumping, shooting, solving, or exploring is not enjoyable on its own, no amount of story, graphics, or extra features can save it. Think of the satisfying sound of hitting a ball in tennis, or the exact timing needed for a perfect jump in a platformer. This core must be strong, engaging, and give immediate feedback. It should pull...
Supporting evidence
Bates frequently refers to the importance of early prototyping and testing of core mechanics, citing examples of games where the basic interaction was polished until it felt right, even in a rudimentary form.
Apply this
When brainstorming a game concept, strip away all extraneous features and ask: 'Is the absolute core interaction fun for an hour, for ten hours, for a hundred?' Prototype this core interaction first, even with placeholder art, and iterate until it feels compelling. For example, if designing an RPG, test the combat system in isolation before building out quests or lore.








