CUTTING THE LOOP
Not all games use feedback loops to their fullest effect. In Destiny, for example, you’re no more likely to get item drops from a named, elite enemy like the Fallen Wizard Xyor ‘The Unwed’ than you are to get one from a lowly trash mobs like Vex Goblins. This means that operant conditioning doesn’t really take hold, because the cue (seeing an elite enemy) almost never results in a reward (a loot drop) after engaging in the desired behaviour (fighting and defeating it). Instead, Destiny limits its use feedback loops mostly to completing missions, when players are rewarded with some kind of random loot. Once you get to the endgame, every enemy – elite or trash – is just a bit of the landscape you want to bypass to get to that mission’s boss fight as quickly as possible.