Difference between revisions of "Scores"

From gdp3
Jump to: navigation, search
(Using the pattern)
Line 50: Line 50:
 
While increasing one's [[Scores|Score]] can be a goal in itself, games sometimes provides [[Rewards]] for reaching certain [[Scores]]. A common examples is increasing the number of [[Lives]] one has when reaching certain [[Scores]]; [[Pinball Dreams]] does this through providing a jackpot value common for all players that can provide [[Lives]].
 
While increasing one's [[Scores|Score]] can be a goal in itself, games sometimes provides [[Rewards]] for reaching certain [[Scores]]. A common examples is increasing the number of [[Lives]] one has when reaching certain [[Scores]]; [[Pinball Dreams]] does this through providing a jackpot value common for all players that can provide [[Lives]].
  
[[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]].
+
[[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]]. When [[Scores]] can intentionally be decreased by players as a way of performing others actions ([[Murano]] is an example of this), [[Scores]] become [[Resources]] (so they can be both [[Resources]] and [[Investments]] at the same time).
  
[[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]]. While [[Scores]] in [[Multiplayer Games]] rather obviously give players ways of having [[Competition]] against each other, they can work the same way in [[Single-Player Games]] through the use of [[High Score Lists]] to let players compete against themselves or others through comparing [[Scores]] between game instances (an example of using [[Scores]] as [[Trans-Game Information]]).  
  
 +
[[End State Scoring]] and [[Secret Scoring Mechanisms]] are two general ways of modifying how [[Scores]] work in a game, both promoting [[Tension]] and [[Uncertainty of Outcome]].
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
Line 63: Line 64:
  
 
can inst
 
can inst
[[Resources]],
 
[[High Score Lists]],
 
 
[[Tied Results]],  
 
[[Tied Results]],  
 
can modulate
 
[[Multiplayer Games]],
 
[[Single-Player Games]], 
 
[[Winner determined after Gameplay Ends]],
 
[[Winning by Ending Gameplay]]
 
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Combos]],  
 
[[Combos]],  
[[End State Scoring]],
 
 
[[Extra-Game Consequences]],  
 
[[Extra-Game Consequences]],  
 
[[Gameplay Statistics]],  
 
[[Gameplay Statistics]],  
Line 82: Line 74:
 
[[Pick-Ups]],  
 
[[Pick-Ups]],  
 
[[Score Tracks]],  
 
[[Score Tracks]],  
[[Secret Scoring Mechanisms]],
 
 
[[Tiebreakers]]
 
[[Tiebreakers]]
  

Revision as of 11:52, 20 January 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Left 4 Dead series

Egizia

Race for the Galaxy

Ticket to Ride

Settlers of Catan

Carcarsonne

Chess

Go

Pachessi

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

Staries

Candy Crush Saga

Using the pattern

Designing a system for Scores in a game consists of deciding when players Scores are adjusted, how much they are adjusted by, and if there are certain Score values which activate events, including ending the game. The last case is shows how Scores often can become Races (but see King of the Hill for an alternative).

Generalizing, Scores are typically increased as Rewards for succeeding with goals and decreased as Penalties for failing to succeed with goals. The actual update or finalization of Scores may be a Death Consequences but dying may in itself result in Scores decreasing so the patterns can modify each other.

While increasing one's Score can be a goal in itself, games sometimes provides Rewards for reaching certain Scores. A common examples is increasing the number of Lives one has when reaching certain Scores; Pinball Dreams does this through providing a jackpot value common for all players that can provide Lives.

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. When Scores can intentionally be decreased by players as a way of performing others actions (Murano is an example of this), Scores become Resources (so they can be both Resources and Investments at the same time).

Scores can affect all types of 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. While Scores in Multiplayer Games rather obviously give players ways of having Competition against each other, they can work the same way in Single-Player Games through the use of High Score Lists to let players compete against themselves or others through comparing Scores between game instances (an example of using Scores as Trans-Game Information).

End State Scoring and Secret Scoring Mechanisms are two general ways of modifying how Scores work in a game, both promoting Tension and Uncertainty of Outcome.

Can Be Instantiated By

Character Levels,

Collections together with Resources

Handicap Systems together with Meta Games

can inst Tied Results,

Can Be Modulated By

Combos, Extra-Game Consequences, Gameplay Statistics, Game State Indicators, Handicap Systems, Pick-Ups, Score Tracks, 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 which can result in Player Elimination for those with low Scores, 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).

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 Risk/Reward Rewards Penalties

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

Tiebreakers

Can Modulate

Back-to-Back Game Sessions, Death Consequences, King of the Hill, Lives, Multiplayer Games, Single-Player Games, Tournaments, Unwinnable Games, Winner determined after Gameplay Ends, Winning by Ending Gameplay

Can Be Instantiated By

Character Levels

Collections together with Resources

Handicap Systems together with Meta Games

Can Be Modulated By

Combos, Death Consequences, 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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-