Difference between revisions of "Scores"

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(Using the pattern)
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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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==== with [[Gameplay Engines]] ====
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[[Construction/Scoring Phase Shift]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Player Elimination]],  
 
[[Player Elimination]],  
[[Investments]],
 
 
 
[[Tiebreakers]]
 
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 14:25, 19 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

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.


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).


with Gameplay Engines

Construction/Scoring Phase Shift

Can Instantiate

Player Elimination,

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 Multiplayer Games

Dynamic Alliances, Predictable Winner

with Winning by Ending Gameplay

Tiebreakers

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

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

Acknowledgements

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