In our article about the chapters method, we described the concept and value of little loops — small, meaningful, prosocial actions that happen repeatedly during gameplay. In this article, we would like to introduce TAGG — a method for creating little loops.
Overview of the TAGG method

TAGG stands for:
- T – Trigger
- A – Action
- G – Gratitude
- G – Glory
The TAGG concept is simple:
- Trigger — Tell players to do something prosocial.
- Action — Show all players involved that the action is happening.
- Gratitude — Thank the player taking action through visuals, audio, or narrative.
- Glory — Celebrate the completion of the action in a way all teammates can see.
What TAGG looks like in practice
Let’s take a look at how two games use the TAGG approach: Left 4 Dead 2 and Deep Rock Galactic.
Trigger
For the “T” in “Trigger,” Left 4 Dead 2 prompts nearby players to take a prosocial action. First of all, the game points players to teammates who need help:

Then, when close enough, Left 4 Dead 2 literally displays the key the player should press:

Deep Rock Galactic provides guidance to teammates who’ve been injured and incapacitated:

Like Left 4 Dead 2, Deep Rock Galactic tells players which key to press to revive a fallen comrade:

Action
The second step of TAGG is Action. While an injured teammate is being revived, Left 4 Dead 2 shows a “reviving teammate” progress bar:

Deep Rock Galactic uses the same basic approach:

Gratitude
The third step of TAGG is Gratitude (the first “G”). Both Left 4 Dead 2 and Deep Rock Galactic thank the “savior” through the voices of the game characters who’ve been saved:


Glory
The final step of TAGG is Glory (the last “G”). Left 4 Dead 2 completes the TAGG approach by telling everyone about the prosocial action via the game text log (the “saved” message below):

Deep Rock Galactic doesn’t exactly complete the TAGG approach, but does many things to help players feel like a tight-knit group:

And with that we’ve taken a good look at the TAGG method!
Now what?
Check out Chapters Method for Prosocial Design in Session-Based Multiplayer Games to learn how to integrate “little loops” into a broader design strategy.