Difference between revisions of "High Score Lists"

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Make a copy of this page (go into edit, ctrl-A, ctrl-c, write the name is the search box, create page, ctrl-v) when you want to create a new gameplay design pattern. Let the pattern name be the name of the page. Don't forget to include code to add the pattern for the appropriate categories, e.g.:
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[[Category:Mechanical Patterns]]
<pre>
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[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Needs work]]
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[[Category:Needs examples]]
</pre>
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[[Category:Needs references]]
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[[Category:Needs revision]]
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''The storing of scores after games have finished so the they can be compared.''
  
It may be a good idea to use the "What Links here" tool on the left hand side to catch all references to a pattern.
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[[High Score Lists]] are simply records of the results obtained by players during game sessions that are accessible later. This allows players to easily compare how well they did in relation to others or previous times they played. Depending on the gaming platform and the game design, [[High Score Lists]] may be be shared and/or public.
  
The template proper start below the line.
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=== Examples ===
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The first arcade game to have [[High Score Lists]] was [[Asteroids]]. The player who achieves a high enough score compared to the other players of the same machine is allowed to enter his initials to be displayed in the High Score List.
  
----
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[[Portal|Portal's]] challenge mode can be seen as a [[High Score Lists|High Score List]] for a single player that allows him or her to try to complete levels using less time, portals, or steps to solve a problem.
  
''The one-sentence "definition" that should be in italics.''
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[[Staries]] and [[Icy Tower]] are examples of casual games that have [[High Score Lists]] to let gamers compare their current results with previous one, and with ones of others.
 
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Short paragraph giving the description of the pattern while not referring to any other patterns.
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=== Examples ===
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Some examples, preferably from different genres and with links to wiki pages of the games.
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== Using the pattern ==
 
== Using the pattern ==
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The use of [[High Score Lists]] is fairly standardized, with the main design choices being the number of [[Scores]] saved in the [[High Score Lists|High Score List]] and how [[Handles]] are supported. Most [[High Score Lists]] make use of [[Handles]] so that the players can identify their own scores and know that other players can recognize them. Since [[High Score Lists]] typically are ordered, they need [[Tiebreakers]] or have to be explicitly designed to allow several players with [[Tied Results]] to be displayed as completely equal. [[Global High Score Lists]] modify [[High Score Lists]] to be independent of where gameplay takes place.
  
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.  
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Although many [[High Score Lists]] use [[Scores]] there are other options. Any type of statistic from gameplay (e.g. hit percentage, time) provide quantifiable values which can be used in place of [[Scores]] - the use of time, portals, and footsteps to measure efficiency in the challenge mode of [[Portal]] can be seen as an example of this. Individual [[Achievements]] cannot be the basis of [[High Score Lists]] due to their boolean nature but collections of them can play the same role as [[Scores]]. Several game delivery platforms, e.g. Steam and Xbox Live, provide support for such [[Achievements]]-based lists and may even require them for game to be on the platform.
  
The sub headings below should be added if feasible.
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[[High Score Lists]] may be designed to remove old values after a certain time period. This can be motivated if large numbers of players use the same list, e.g. in games with [[Global High Score Lists]], since very few players will have a chance of making it into the list. Although this can seem to remove the reward for achieving the all-time best score in the game one can avoid this by having an all-time [[High Score Lists|High Score List]] and a temporary one.  
  
=== Diegetic Aspects ===
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=== Diegetic Aspects ===
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns
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[[High Score Lists]] are typically presented outside the gameplay and game world. This does not imply that they cannot be accessible during gameplay since they can be presented in a different section of the game interface or be accessible through [[Secondary Interface Screens]]. There are however some example of how to place [[High Score Lists]] within the game world. The use of [[Ghosts]] in racing games such as [[Gran Turismo 3]] can be seen as a form of [[High Score Lists]] that allows players to judge their progress against other performances, as well as their own individual performances, in previous game sessions while playing the game. Another example can be found in the Facebook version of the game [[Icy Tower]], where the highest level a players' friends have reached is indicated by placing the friends [[Avatars]] on that level in the player's game.
 
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=== Interface Aspects ===
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Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns
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=== Narrative Aspects ===
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Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns
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== Consequences ==
 
== Consequences ==
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[[High Score Lists]] are a form of [[Gameplay Statistics]] created from [[Scores]] that persist after game instances have finished. Since gaining a position in a [[High Score Lists]] is an example of an [[Extra-Game Consequences|Extra-Game Consequence]], [[High Score Lists]] allows players to use them to create [[Meta Games]] out of games by using the [[Trans-Game Information]] they provide to have the [[Player-Defined Goals]] of beating their own previous [Scores]] or that of friends - allowing [[High Score Lists]] to also provide [[Social Rewards]]. This is a simply way of encouraging [[Gameplay Mastery]] and providing goals to [[Unwinnable Games]]. Doing so adds [[Replayability]] to the game, as the players have the additional goal of simply performing slightly better than in the previous game sessions. [[High Score Lists]] (and especially [[Global High Score Lists]]) also introduce [[Competitions]] to otherwise [[Single-Player Games]] and are also a way for players to compare and display their results to affect their [[Game-Based Social Statuses]] (and a form of [[Multiplayer Games]]).
  
What effects a patterns has on a design.
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[[High Score Lists]] allow a weak form of [[Spectators]] to exist in games, since people can after game instances are finished notice how well players have played.
  
 
== Relations ==
 
== Relations ==
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=== Can Instantiate ===
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[[Extra-Game Consequences]], [[Game-Based Social Statuses]],
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[[Gameplay Statistics]], [[Meta Games]],
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[[Player-Defined Goals]], [[Replayability]],
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[[Social Rewards]],
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[[Spectators]],
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[[Trans-Game Information]], [[Tied Results]]
  
=== Instantiates ===
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==== with [[Single-Player Games]] ====
[[Player Defined Goals]], [[Meta Games]], [[Replayability]], [[Trans-Game Information]], [[Social Statuses]], [[Tied Results]]
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[[Multiplayer Games]]
  
=== Modulates ===
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=== Can Modulate ===
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[[Gameplay Mastery]],
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[[Single-Player Games]],
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[[Unwinnable Games]]
  
=== Instantiated By ===
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=== Can be Instantiated By ===
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[[Achievements]],
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[[Ghosts]],
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[[Handles]],
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[[Scores]]
  
=== Modulated By ===
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=== Can be Modulated By ===
[[Tiebreakers]], [[Single-Player Games]]
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[[Global High Score Lists]], [[Secondary Interface Screens]], [[Tiebreakers]]
  
=== Potentially Conflicting With ===
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=== Possible Closure Effects ===
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-
  
High Score lists give players the chance to rank themselves against other players who have previously played the game.
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=== Can Potentially Conflict With ===
  
Example: The first arcade game to have High Score Lists was Asteroids. The player who achieves a high enough score compared to the other players of the same machine is allowed to enter his initials to be displayed in the High Score List.
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== History ==
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An rewrite of the original pattern named High Score Lists in the book 'Patterns in Game Design' (Björk & Holopainen, 2004).
  
Using the pattern
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== References ==
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Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
  
The use of High Score Lists is fairly standardized, with the main design choices being the number of Scores saved in the High Score List and how Handles are supported. Most High Score Lists make use of Handles so that the players can identify their own scores and know that other players can recognize them. Since High Score Lists typically are ordered, they need Tiebreakers or have to be explicitly designed to allow several players with Tied Results to be displayed as completely equal.
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[http://apps.facebook.com/icytower/ Icy Tower Facebook game]
  
The use of Ghosts can be seen as a form of High Score List that allows players to judge their progress against other performances, as well as their own individual performances, in previous game sessions while playing the game.
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[http://store.steampowered.com/ Official Steam homepage]
  
Consequences
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[http://en.wikipedia.org/wiki/Steam_(content_delivery) Wikipedia entry on Steam]
  
High Score Lists create a Meta Game out of the game by using Trans-Game Information, allowing players to have Player Defined Goals such as to rank themselves against previous achievements, and thereby encouraging Game Mastery. Doing so adds Replayability to the game, as the players have the additional goal of simply performing slightly better than in the previous game sessions. High Score Lists are also a simple way to introduce Competition to otherwise Single-Player Games and are also a way for players to compare and display their Social Statuses.
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[http://en.wikipedia.org/wiki/Xbox_Live Wikipedia entry on Xbox Live]
  
== History ==
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[http://www.xbox.com/en-US/live/ Official Xbox Live homepage]
An rewrite of the original pattern named High Score Lists in the book 'Patterns in Game Design' (Björk & Holopainen, 2004).
+
 
+
== References ==
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Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
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Latest revision as of 16:48, 19 January 2018

The storing of scores after games have finished so the they can be compared.

High Score Lists are simply records of the results obtained by players during game sessions that are accessible later. This allows players to easily compare how well they did in relation to others or previous times they played. Depending on the gaming platform and the game design, High Score Lists may be be shared and/or public.

Examples

The first arcade game to have High Score Lists was Asteroids. The player who achieves a high enough score compared to the other players of the same machine is allowed to enter his initials to be displayed in the High Score List.

Portal's challenge mode can be seen as a High Score List for a single player that allows him or her to try to complete levels using less time, portals, or steps to solve a problem.

Staries and Icy Tower are examples of casual games that have High Score Lists to let gamers compare their current results with previous one, and with ones of others.

Using the pattern

The use of High Score Lists is fairly standardized, with the main design choices being the number of Scores saved in the High Score List and how Handles are supported. Most High Score Lists make use of Handles so that the players can identify their own scores and know that other players can recognize them. Since High Score Lists typically are ordered, they need Tiebreakers or have to be explicitly designed to allow several players with Tied Results to be displayed as completely equal. Global High Score Lists modify High Score Lists to be independent of where gameplay takes place.

Although many High Score Lists use Scores there are other options. Any type of statistic from gameplay (e.g. hit percentage, time) provide quantifiable values which can be used in place of Scores - the use of time, portals, and footsteps to measure efficiency in the challenge mode of Portal can be seen as an example of this. Individual Achievements cannot be the basis of High Score Lists due to their boolean nature but collections of them can play the same role as Scores. Several game delivery platforms, e.g. Steam and Xbox Live, provide support for such Achievements-based lists and may even require them for game to be on the platform.

High Score Lists may be designed to remove old values after a certain time period. This can be motivated if large numbers of players use the same list, e.g. in games with Global High Score Lists, since very few players will have a chance of making it into the list. Although this can seem to remove the reward for achieving the all-time best score in the game one can avoid this by having an all-time High Score List and a temporary one.

Diegetic Aspects

High Score Lists are typically presented outside the gameplay and game world. This does not imply that they cannot be accessible during gameplay since they can be presented in a different section of the game interface or be accessible through Secondary Interface Screens. There are however some example of how to place High Score Lists within the game world. The use of Ghosts in racing games such as Gran Turismo 3 can be seen as a form of High Score Lists that allows players to judge their progress against other performances, as well as their own individual performances, in previous game sessions while playing the game. Another example can be found in the Facebook version of the game Icy Tower, where the highest level a players' friends have reached is indicated by placing the friends Avatars on that level in the player's game.

Consequences

High Score Lists are a form of Gameplay Statistics created from Scores that persist after game instances have finished. Since gaining a position in a High Score Lists is an example of an Extra-Game Consequence, High Score Lists allows players to use them to create Meta Games out of games by using the Trans-Game Information they provide to have the Player-Defined Goals of beating their own previous [Scores]] or that of friends - allowing High Score Lists to also provide Social Rewards. This is a simply way of encouraging Gameplay Mastery and providing goals to Unwinnable Games. Doing so adds Replayability to the game, as the players have the additional goal of simply performing slightly better than in the previous game sessions. High Score Lists (and especially Global High Score Lists) also introduce Competitions to otherwise Single-Player Games and are also a way for players to compare and display their results to affect their Game-Based Social Statuses (and a form of Multiplayer Games).

High Score Lists allow a weak form of Spectators to exist in games, since people can after game instances are finished notice how well players have played.

Relations

Can Instantiate

Extra-Game Consequences, Game-Based Social Statuses, Gameplay Statistics, Meta Games, Player-Defined Goals, Replayability, Social Rewards, Spectators, Trans-Game Information, Tied Results

with Single-Player Games

Multiplayer Games

Can Modulate

Gameplay Mastery, Single-Player Games, Unwinnable Games

Can be Instantiated By

Achievements, Ghosts, Handles, Scores

Can be Modulated By

Global High Score Lists, Secondary Interface Screens, Tiebreakers

Possible Closure Effects

-

Can Potentially Conflict With

History

An rewrite of the original pattern named High Score Lists in the book 'Patterns in Game Design' (Björk & Holopainen, 2004).

References

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

Icy Tower Facebook game

Official Steam homepage

Wikipedia entry on Steam

Wikipedia entry on Xbox Live

Official Xbox Live homepage