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From Game Loops to Product Loops

How the engagement loop thinking I learned designing live game content applies to the products I build now.

7 min read
Product DesignGame DesignEngagement

What Game Designers Actually Mean by Loops

In game design, a loop is a repeating cycle of player action, system feedback, and reward that creates a reason to do it again. It sounds mechanical described that way, but the best loops feel natural. You complete a quest, gain a reward that unlocks a new ability, and that ability opens up a harder quest you now want to try.

At Bigpoint, I spent over a year and a half designing these systems for Seafight, a long-running multiplayer game. The work that drove a 50% engagement increase was a redesign of the Atlantis expansion. The problem was not that the content was too hard. Most players were not starting it at all because the time-to-reward curve was tuned for the top end. Rebalancing the entry experience for the majority was the change that moved the number. Separately, the Event Completion feature gave players a clear reason to finish live events rather than drop off partway through. Before that, players would join an event, participate partially, and leave with content still on the table. Adding visible progress and rewards tied to completion changed that.

The Same Structure Exists Outside Games

Once you learn to see loops, you see them everywhere. Or more often, you see where they are missing. Most products have an onboarding flow and a set of features, but no deliberate structure connecting one session to the next. Users try it, maybe get value once, and then have no reason to come back.

This is exactly the problem with museum apps. Around 90% of native museum apps are used by fewer than 3% of visitors. That is not a content problem. Museums have fascinating content. It is a loop problem. There is no connection between one interaction and the next. You download the app, maybe look at one exhibit description, and then the app sits unused for the rest of your visit because nothing pulled you forward.

Designing Tapglyph as a Micro-Loop

Tapglyph replaces the app download with an NFC tap. That solves the friction problem. But the engagement question remains: once a visitor taps one tag, what makes them tap the next?

This is where game design thinking directly applies. Each tap needs to deliver immediate value. A story, an audio clip, a piece of context that genuinely enriches the exhibit. But it also needs to create a bridge to the next action. That might be a teaser about a related exhibit, a question that another display answers, or a simple counter showing how much of the collection you have explored. The mechanic stays light. This is a museum, not a video game. But the underlying structure is the same thing I was designing for Seafight.

The key principle is that each interaction should feel complete on its own but incomplete in the context of the whole experience. That tension between local satisfaction and global curiosity is what makes people move through a space, whether that space is a game world or a gallery.

Loops in NavEire

Even a utility app like NavEire benefits from loop thinking, though the loops are simpler. A commuter checks their departure time, has a good experience because the data is accurate, and builds a habit of checking NavEire instead of alternatives. The favourites feature supports this. Save your home and work stops, and the app greets you with prefetched departures the next time you open it. The loop is: open the app, get value immediately, close it, repeat tomorrow.

Route reliability grading adds another layer. Seeing that your usual bus route has a B grade and a 78% on-time record is information that changes behaviour over time. Maybe you leave five minutes earlier, or you switch to a more reliable route. That is a slow loop, but it builds trust and makes the product harder to walk away from.

The Gamification Trap

The biggest risk when applying game thinking outside games is slapping on badges, points, and leaderboards without understanding why those mechanics work in their original context. Gamification done badly is patronising. Nobody wants to earn a bronze badge for viewing three paintings.

The loops that work outside games are the ones rooted in genuine value. In Seafight, the Event Completion feature worked because the rewards were meaningful within the game economy. In Tapglyph, the next-tap motivation works because the content is genuinely interesting. The loop is not a trick. It is a structure that makes the real value easier to find and harder to walk away from.

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