Difference between revisions of "Scores"
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[[Scores]] can affect all types of [[Category:Winning Patterns|Winning Patterns]], by being [[Tiebreakers]] for games with [[Winning by Ending Gameplay]] and by being general [[Progress Indicators]] in [[Unwinnable Games]]. They are typically the prime way of determining winners in games using [[Winner determined after Gameplay Ends]] but may be complemented by [[Tiebreakers]]. | [[Scores]] can affect all types of [[Category:Winning Patterns|Winning Patterns]], by being [[Tiebreakers]] for games with [[Winning by Ending Gameplay]] and by being general [[Progress Indicators]] in [[Unwinnable Games]]. They are typically the prime way of determining winners in games using [[Winner determined after Gameplay Ends]] but may be complemented by [[Tiebreakers]]. | ||
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+ | [[Scores]] can be seen as [[Investments]] in games where players have choices between trying to improve their possibilities to affect future gameplay, i.e. create [[Gameplay Engines]], and getting points for their [[Scores]]. Players of both [[Dominion]] and [[Race for the Galaxy]] need to make decisions of this nature as part of considering to do a [[Construction/Scoring Phase Shift]]. | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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When publicly accessible, they simultaneously are a type of [[Progress Indicators]] and [[Game State Overview]] which create [[Stimulated Planning]] and [[Tension]]. This can give rise to [[Dynamic Alliances]] working against a [[Predictable Winner]] in [[Multiplayer Games]]. While wanting to win over other players can be sufficient reason for [[Multiplayer]] games to have [[Replayability]], [[Scores]] in [[Single-Player Games]] can promote [[Replayability]] in trying to beat one's own [[Scores|Score]] from previous game instances and this can be seen as a weak use of [[Trans-Game Information]] (a stronger such use of [[Scores]] is through the use of [[High Score Lists]]). | When publicly accessible, they simultaneously are a type of [[Progress Indicators]] and [[Game State Overview]] which create [[Stimulated Planning]] and [[Tension]]. This can give rise to [[Dynamic Alliances]] working against a [[Predictable Winner]] in [[Multiplayer Games]]. While wanting to win over other players can be sufficient reason for [[Multiplayer]] games to have [[Replayability]], [[Scores]] in [[Single-Player Games]] can promote [[Replayability]] in trying to beat one's own [[Scores|Score]] from previous game instances and this can be seen as a weak use of [[Trans-Game Information]] (a stronger such use of [[Scores]] is through the use of [[High Score Lists]]). | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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[[Lives]], | [[Lives]], | ||
[[Role Reversal]], | [[Role Reversal]], | ||
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[[Save Points]] and [[Save-Load Cycles]] tend to not work well with [[Scores]] since players can go back repeatedly in attempts to maximize their scores. | [[Save Points]] and [[Save-Load Cycles]] tend to not work well with [[Scores]] since players can go back repeatedly in attempts to maximize their scores. | ||
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[[Tied Results]], | [[Tied Results]], | ||
[[Trans-Game Information]] | [[Trans-Game Information]] | ||
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+ | ==== with [[Gameplay Engines]] ==== | ||
+ | [[Construction/Scoring Phase Shift]] | ||
==== with [[Multiplayer Games]] ==== | ==== with [[Multiplayer Games]] ==== |
Revision as of 14:26, 19 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Scenarios in Memoir '44 are typically not balanced between the two sides but through using scores for each game players can switch sides after a first game instance and compare their results of two game instances to get a balanced combined score.
deathmatch Quake series
ticks Battlefield series
Using the pattern
Scores can affect all types of, by being Tiebreakers for games with Winning by Ending Gameplay and by being general Progress Indicators in Unwinnable Games. They are typically the prime way of determining winners in games using Winner determined after Gameplay Ends but may be complemented by Tiebreakers.
Scores can be seen as Investments in games where players have choices between trying to improve their possibilities to affect future gameplay, i.e. create Gameplay Engines, and getting points for their Scores. Players of both Dominion and Race for the Galaxy need to make decisions of this nature as part of considering to do a Construction/Scoring Phase Shift.
Can Be Instantiated By
Character Levels, Death Consequences
Collections together with Resources
Handicap Systems together with Meta Games
can inst Resources, High Score Lists, Tied Results,
can modulate Multiplayer Games, Single-Player Games, Winner determined after Gameplay Ends, Winning by Ending Gameplay
Can Be Modulated By
Combos, End State Scoring, Extra-Game Consequences, Gameplay Statistics, Game State Indicators, Handicap Systems, Pick-Ups, Score Tracks, Secret Scoring Mechanisms, Tiebreakers
Diegetic Aspects
Scores are often difficult to explain within a game's theme, so using it easily breaks Thematic Consistency and often thereby also Diegetic Consistency.
Interface Aspects
Consequences
Scores make games have the Continuous Goal of Collecting points which can also be seen as a Race to either first reach a certain Score or have the highest Score when gameplay ends. They make easy value to use as Trans-Game Information in Tournaments and can easily act as Tiebreakers in games built to use Back-to-Back Game Sessions (Memoir '44 being an example of this).
When publicly accessible, they simultaneously are a type of Progress Indicators and Game State Overview which create Stimulated Planning and Tension. This can give rise to Dynamic Alliances working against a Predictable Winner in Multiplayer Games. While wanting to win over other players can be sufficient reason for Multiplayer games to have Replayability, Scores in Single-Player Games can promote Replayability in trying to beat one's own Score from previous game instances and this can be seen as a weak use of Trans-Game Information (a stronger such use of Scores is through the use of High Score Lists).
Can Instantiate
Can Modulate
Death Consequences, Gain Ownership, King of the Hill, Lives, Role Reversal,
Save Points and Save-Load Cycles tend to not work well with Scores since players can go back repeatedly in attempts to maximize their scores.
Relations
Time Limited Game Instances - modulates
Can Instantiate
Collecting, Continuous Goals, Game State Overview, High Score Lists, Investments, Player Elimination, Progress Indicators, Races, Replayability, Resources, Stimulated Planning, Tension, Tied Results, Trans-Game Information
with Gameplay Engines
Construction/Scoring Phase Shift
with Multiplayer Games
Dynamic Alliances, Predictable Winner
with Winning by Ending Gameplay
Can Modulate
Back-to-Back Game Sessions, Death Consequences, Gain Ownership, King of the Hill, Lives, Multiplayer Games, Single-Player Games, Role Reversal, Tournaments, Unwinnable Games, Winner determined after Gameplay Ends, Winning by Ending Gameplay
Can Be Instantiated By
Character Levels, Death Consequences
Collections together with Resources
Handicap Systems together with Meta Games
Can Be Modulated By
Combos, End State Scoring, Extra-Game Consequences, Gameplay Statistics, Game State Indicators, Handicap Systems, Pick-Ups, Score Tracks, Secret Scoring Mechanisms, Tiebreakers
Possible Closure Effects
-
Potentially Conflicting With
Diegetic Consistency, Save Points, Save-Load Cycles, Thematic Consistency
History
An updated version of the pattern Score that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-