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darklight
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« on: January 11, 2012, 06:47:18 PM » |
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Can I remove the concept of 'Score' from my game?
My game is really (to the best of my ability) a simulation of a warzone. The aim is to just exist in it, take part, and survive. A game will end when the either the enemy or your side has no more units. Individual games could take either hours for a campaign, or minutes for a deathmatch.
I do intend to present to the user their hit ratio, and a breakdown of the units destroyed, at the end of each game.
I just cant see the point of attributing an arbitary number of points to any tasks in the game, but I understand that I am not your typical gamer. Am I wrong in thinking a score might be pointless in my game?
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Noah!
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« Reply #1 on: January 11, 2012, 07:04:50 PM » |
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If it doesn't fit, and you can't think of a way to make it fit, then take it out!
Heck, I'd even (maybe) recommend removing the hit ratio and destruction log too.
The thing is, there are a ton of games where the score is pointless, stretching back to the 16-bit era and further. Some games have even had the good sense to recognize that. So you're not alone. Besides, nobody cares about score. Yeah, there are the so-called "hardcores," but they only play for score in games with a well-designed and engaging scoring system. Tacking on a half-baked scoring mechanic isn't gonna appease them. It'll likely do the opposite.
In short, if you wanna do it, do it all the way. If you don't wanna do it, don't do it all the way.
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iffi
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« Reply #2 on: January 11, 2012, 07:57:43 PM » |
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Only bother adding a score system if you think it'll add something to the gameplay. That's what score's for, after all. I don't think it's very unusual not to have score in a game like the one you describe.
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1982
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« Reply #3 on: January 11, 2012, 10:30:44 PM » |
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I think as a player I've never actually bothered by score! It is not about the result, but the journey there
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TheSnidr
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« Reply #4 on: January 11, 2012, 11:02:31 PM » |
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I know I as a player like to get rewarded for doing things differently or better from what is the easy and normal way of doing it. Just "win or lose" sounds rather boring. That said, it's not necessarily only a score that does the trick, but it helps when comparing results between friends afterwards
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Ichigo Jam
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« Reply #5 on: January 12, 2012, 05:04:57 AM » |
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I know I as a player like to get rewarded for doing things differently or better from what is the easy and normal way of doing it.
I think this is the reason why some modern console games give you a rank at the end of sections or levels (e.g. S,A,B,C) - it's a lot like a score, but scaled so you know whether you've done well or not. (Otherwise in single player games you often don't know whether 10,000 points is good, bad or just average)
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mirosurabu
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« Reply #6 on: January 12, 2012, 08:16:55 AM » |
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There are many ways you can design outcomes.
Highscores: good and bad is defined by your previous performances (or by the performance of other players) Grades: good and bad is defined by the game Endings: implicit grades Achievements: complex implicit/explicit grades, makes comparisons more interesting Story: achievements presented in an awesome way
It's up to you which one you want. As a simulationist, I prefer stories and achievements over grades and highscores.
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« Last Edit: January 12, 2012, 08:25:49 AM by mirosurabu »
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C.A. Sinner
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« Reply #7 on: January 12, 2012, 05:12:20 PM » |
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Your game doesn't sound like it needs score.
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Painting
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« Reply #8 on: January 12, 2012, 05:16:27 PM » |
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Most genres haven't had scores for years now. I'm pretty sure X sims have never historically had score systems at all. I can't think of a single sort of game where the lack of a score would be remarkable outside of shoot-em-ups, which tend to have very arcadey mechanics.
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justinfic
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« Reply #9 on: January 12, 2012, 05:39:00 PM » |
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I don't think score really has a place in your game, from what you've described. It's a fun way for players to compare their play with that of their friends, and to improve their own play. If it doesn't do either of those, then you don't need it.
I'd try ripping it out, and-- as Noah mentioned-- ripping out the postgame stats as well. Then play the game a lot, and only add stuff back in if you're just burning to know the details of how you did. Maybe you'll find you want to see X, but not Y.
A pretty close similarity would be Starcraft. I have never, ever cared about the postgame score. Ever. It's cool for a split second because I'm like YAY BARS but I've never cared what the actual stats were. Starcraft 2 does a better job of showing the exact things I'm more curious about (build orders, etc.) but it still has that weird vestigial score.
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