Many independent developers enter the scene working on their own intellectual property, utilizing specific aesthetics, genre, or gameplay mechanic motifs and gimmicks in order to differentiate themselves from their contemporaries. Whether it's arcade action, retro difficulty and aesthetic, or something completely new and unheard of, this industry is often where you'll find the most unique, engrossing, and/or charming experiences from Western and European developers, in contrast with the wacky nature of high-profile Japanese games and over-serious, rote triple-A Western games. Yes, I know I am going to be slaughtered for that comment.
A particular developer whose works have remained aesthetically consistent is Image and Form, a Swedish development studio and creator of the SteamWorld series. What is so impressive about their works is that, despite each entry in the SteamWorld series belonging to different genres, the quality of gameplay has been consistent, engaging, and most of all, addictive. Only SteamWorld Dig and its sequel share central design motifs in terms of gameplay, but each SteamWorld title has an overarching systemic thread- their reliance on currency as a means of creating higher stakes and player investment (pardon the pun).
If you type "loot cycle" into your preferred search engine, there's a distinct possibility that you won't find any definition of particular worth. Part of the mission for this series is to give clarity to specific terminology in hopes that it can be more widely used and accepted in games critique and analysis. When we use the term here, a loot cycle is the method by which a game has players acquire and then spend in-game currency. In role-playing games, this term is often synonymous with gear grinding- unless you're talking about Monster Hunter- in which currency often takes a back seat to gear crafting. However, loot cycles can appear in many different types of games depending on the presence of currency within them.
The way Image and Form uses loot, and in turn, loot cycles, is not as a superficial score-chasing element, nor is it a way to buffer the approach of the impending game-over screen. Instead, each title in their SteamWorld series uses currency as a means of increasing player momentum. When the player adjusts to the nature of the loot cycle, its effectiveness compounds and rewards the player at even faster rates. When the player fails at executing one of the other central design motifs, however, they can use the loot cycle to regain their footing.
When looking at the genres the SteamWorld games cover, there is a mixture of both comfortable and puzzling fits for loot cycle mechanics. In the case of Tower Defense, buying guard units in order to kill enemies which drop more currency feels like an organic method of continuing the active gameplay within each scenario, but saving money for more difficult skirmishes down the line is also an important strategy. On the other hand, turn-based strategy does not always go hand-in-hand with loot gathering, but the lack of permanent death and the space-heist nature of the aptly-named SteamWorld Heist means that continuously looting lower-level ships and refining your play style allows you to purchase better weapons for more difficult encounters.
The loot cycle in SteamWorld Dig and its sequel is somewhat more literal, however, as players can only descend to a certain point before their light source runs out and then must return to the surface. What the Dig games perfectly encapsulate is how Image and Form uses the loot cycle as an additional layer to deepen the player experience in its active moments. Each dig is an attempt to both push deeper into the mines and also to obtain more money for greater upgrades that allow for more efficient mining, et cetera. What this also establishes, in its own way, is the sense of ebb and flow, which is additionally exhibited in Heist. Obtaining currency is always important, but failing a mission will result in losing some cash in order to rebuild your party- the same goes for Dig, but you also lose items that were in your inventory at your time of death, which equates to potential cash wasted. The cycle intensifies to a point where efficiency becomes paramount and a constant state of purchase and progression is in effect. The sense of risk is heightened by each additional dollar added to your total, as the eventual reward is just as easily squandered by player error.
Now, is this the central mechanic of any of these titles? No- at the heart of each SteamWorld title, there are design motifs that are unique twists upon their genre trappings that display Image and Form's talent and ingenuity. Dig is a lite-Metroidvania centered around burrowing, while its sequel is much more full-featured and expansive. Heist is a methodical turn-based strategy title with fantastic aiming mechanics, tons of enemy variety, and a great soundtrack. Tower Defense is the only title in which currency accrual lacks permanent benefits to character progression like in the other titles, but that is also justified because of its focus on individual strategic scenarios. Spending money within scenarios gives tactical choices some of the most weight and importance in the entire SteamWorld catalog, which results in a suitably tough title. The way that Image and Form consistently utilizes in-game currency in such an effective way is impressive, and shows that they have an understanding of its application and utility. It means that each of their games is beatable, but not without a level of conscious effort that rewards players with greater rewards. In short, it makes the genres they have experimented with all the more addictive, as the loot cycle is present, but separate from the fundamental character progression.
In summary, there are a few important lessons to be learned from Image and Form's approach. The first, and most obvious is that these systems work best when they contribute to gameplay in a way that is separate, but equal in incentive. In most Zelda titles, Rupees do little to actually advance Link's state, gifting him with potions and a shield or two. SteamWorld Dig and its sequel make sure that player movement and exploration options are iterated upon separately from currency unlocks, but also that currency unlocks bolster the ability of progression unlocks in meaningful ways. These systems overlap, causing continuous progression and satisfying momentum. The second- something that even more established developers tend to neglect- is that the best things come in tiers, and these loops are no different. As players tackle more difficult challenges, their ability to accrue wealth raises thanks to the weapons, minerals, and amount of enemy kills they acquire. Challenges of greater intensity provide this, but also the increased sell price of loot ensures that momentum loss is somewhat cushioned, until you fail multiple times. Lastly, is that, in order for a loot cycle to have any form of priority, it must also have some element of risk involved. StarCraft players must commit to a specific set of startup choices depending on their play style and that of the enemy, and each mineral they spend is one that furthers a specific tree, locking out variation. While this is an especially competitive and stressful approach, a more tame element could simply be currency loss upon a fail-state. We see this frequently used in the Dragon Quest series, to some effect.
Is Image and Form the forerunner of this type of design philosophy? Not really. But they do utilize it in games that are sized properly for the type of progression the loot cycle offers. There are plenty of other and potentially better examples where loot cycles are used to continuously benefit the player. Image and Form has yet to release a subpar title in their SteamWorld franchise, though, and with rumblings that the studio could be working on an RPG as the next entry, I have no doubt that their signature approach to constant progression will be excellently utilized in that genre, as well. Until then, you can play every single SteamWorld title only on the Nintendo 3DS, however, Image and Form's catalog can be found across a number of platforms, so do yourself a favor and cash in your own loot for a rewarding SteamWorld experience.
Do any titles with currency collection mechanics come to your mind? What is your favorite SteamWorld title? Why does Code Name S.T.E.A.M. have a similar aesthetic and weird currency mechanics? Feel free to leave a comment below, and if you enjoyed this article, please share it to encourage further discussion, or perhaps introduce new readers to our content. Thank you!
A particular developer whose works have remained aesthetically consistent is Image and Form, a Swedish development studio and creator of the SteamWorld series. What is so impressive about their works is that, despite each entry in the SteamWorld series belonging to different genres, the quality of gameplay has been consistent, engaging, and most of all, addictive. Only SteamWorld Dig and its sequel share central design motifs in terms of gameplay, but each SteamWorld title has an overarching systemic thread- their reliance on currency as a means of creating higher stakes and player investment (pardon the pun).
If you type "loot cycle" into your preferred search engine, there's a distinct possibility that you won't find any definition of particular worth. Part of the mission for this series is to give clarity to specific terminology in hopes that it can be more widely used and accepted in games critique and analysis. When we use the term here, a loot cycle is the method by which a game has players acquire and then spend in-game currency. In role-playing games, this term is often synonymous with gear grinding- unless you're talking about Monster Hunter- in which currency often takes a back seat to gear crafting. However, loot cycles can appear in many different types of games depending on the presence of currency within them.
The way Image and Form uses loot, and in turn, loot cycles, is not as a superficial score-chasing element, nor is it a way to buffer the approach of the impending game-over screen. Instead, each title in their SteamWorld series uses currency as a means of increasing player momentum. When the player adjusts to the nature of the loot cycle, its effectiveness compounds and rewards the player at even faster rates. When the player fails at executing one of the other central design motifs, however, they can use the loot cycle to regain their footing.
When looking at the genres the SteamWorld games cover, there is a mixture of both comfortable and puzzling fits for loot cycle mechanics. In the case of Tower Defense, buying guard units in order to kill enemies which drop more currency feels like an organic method of continuing the active gameplay within each scenario, but saving money for more difficult skirmishes down the line is also an important strategy. On the other hand, turn-based strategy does not always go hand-in-hand with loot gathering, but the lack of permanent death and the space-heist nature of the aptly-named SteamWorld Heist means that continuously looting lower-level ships and refining your play style allows you to purchase better weapons for more difficult encounters.
The loot cycle in SteamWorld Dig and its sequel is somewhat more literal, however, as players can only descend to a certain point before their light source runs out and then must return to the surface. What the Dig games perfectly encapsulate is how Image and Form uses the loot cycle as an additional layer to deepen the player experience in its active moments. Each dig is an attempt to both push deeper into the mines and also to obtain more money for greater upgrades that allow for more efficient mining, et cetera. What this also establishes, in its own way, is the sense of ebb and flow, which is additionally exhibited in Heist. Obtaining currency is always important, but failing a mission will result in losing some cash in order to rebuild your party- the same goes for Dig, but you also lose items that were in your inventory at your time of death, which equates to potential cash wasted. The cycle intensifies to a point where efficiency becomes paramount and a constant state of purchase and progression is in effect. The sense of risk is heightened by each additional dollar added to your total, as the eventual reward is just as easily squandered by player error.
Now, is this the central mechanic of any of these titles? No- at the heart of each SteamWorld title, there are design motifs that are unique twists upon their genre trappings that display Image and Form's talent and ingenuity. Dig is a lite-Metroidvania centered around burrowing, while its sequel is much more full-featured and expansive. Heist is a methodical turn-based strategy title with fantastic aiming mechanics, tons of enemy variety, and a great soundtrack. Tower Defense is the only title in which currency accrual lacks permanent benefits to character progression like in the other titles, but that is also justified because of its focus on individual strategic scenarios. Spending money within scenarios gives tactical choices some of the most weight and importance in the entire SteamWorld catalog, which results in a suitably tough title. The way that Image and Form consistently utilizes in-game currency in such an effective way is impressive, and shows that they have an understanding of its application and utility. It means that each of their games is beatable, but not without a level of conscious effort that rewards players with greater rewards. In short, it makes the genres they have experimented with all the more addictive, as the loot cycle is present, but separate from the fundamental character progression.
In summary, there are a few important lessons to be learned from Image and Form's approach. The first, and most obvious is that these systems work best when they contribute to gameplay in a way that is separate, but equal in incentive. In most Zelda titles, Rupees do little to actually advance Link's state, gifting him with potions and a shield or two. SteamWorld Dig and its sequel make sure that player movement and exploration options are iterated upon separately from currency unlocks, but also that currency unlocks bolster the ability of progression unlocks in meaningful ways. These systems overlap, causing continuous progression and satisfying momentum. The second- something that even more established developers tend to neglect- is that the best things come in tiers, and these loops are no different. As players tackle more difficult challenges, their ability to accrue wealth raises thanks to the weapons, minerals, and amount of enemy kills they acquire. Challenges of greater intensity provide this, but also the increased sell price of loot ensures that momentum loss is somewhat cushioned, until you fail multiple times. Lastly, is that, in order for a loot cycle to have any form of priority, it must also have some element of risk involved. StarCraft players must commit to a specific set of startup choices depending on their play style and that of the enemy, and each mineral they spend is one that furthers a specific tree, locking out variation. While this is an especially competitive and stressful approach, a more tame element could simply be currency loss upon a fail-state. We see this frequently used in the Dragon Quest series, to some effect.
Is Image and Form the forerunner of this type of design philosophy? Not really. But they do utilize it in games that are sized properly for the type of progression the loot cycle offers. There are plenty of other and potentially better examples where loot cycles are used to continuously benefit the player. Image and Form has yet to release a subpar title in their SteamWorld franchise, though, and with rumblings that the studio could be working on an RPG as the next entry, I have no doubt that their signature approach to constant progression will be excellently utilized in that genre, as well. Until then, you can play every single SteamWorld title only on the Nintendo 3DS, however, Image and Form's catalog can be found across a number of platforms, so do yourself a favor and cash in your own loot for a rewarding SteamWorld experience.
Do any titles with currency collection mechanics come to your mind? What is your favorite SteamWorld title? Why does Code Name S.T.E.A.M. have a similar aesthetic and weird currency mechanics? Feel free to leave a comment below, and if you enjoyed this article, please share it to encourage further discussion, or perhaps introduce new readers to our content. Thank you!
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