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Developer => Design => Topic started by: DinofarmGames on May 09, 2012, 05:55:34 PM



Title: Score in videogames
Post by: DinofarmGames on May 09, 2012, 05:55:34 PM
Hey guys.  I wrote an article today about why people don't generally care about score in videogames, why they *should*, and how we can get them to.  I hope you find it useful.

http://www.dinofarmgames.com/score-in-videogames/


Title: Re: Score in videogames
Post by: noah! on May 09, 2012, 06:41:48 PM
Quote
I can’t think of a single digital game that has a really great scoring system;  probably the best ones are very early games like Galaga, but even they have issues.

OK so if your knowledge of shooting games only extends to Galaga I feel like I'm totally justified in not taking you seriously.

Shmups, man. Like, you may have a point when you're talking about all these other genres but shmups, man. It's a whole genre dedicated to the pursuit of the number-one score. You can't systematically ignore that whole genre and still expect your point to be proven. That's like complaining because you couldn't strike oil while digging in your kid's sandbox. It just doesn't make sense.

So, here's your assignment. Since it's criminally unknown, and also lets me link to a thing I wrote, go out and play ring^-27 (http://forums.tigsource.com/index.php?topic=25425.0). It's got a scoring system that's deep. Orgasmic. Baconman would cream himself if I started explaining the nuances of it. Yeah, I could do the old forum thing and break apart your argument with textwalls but c'mon. Play ring^-27. At least play the trial. Support indie development on both hemispheres. Feel good inside. Like, deep down inside, in the heart. The lower heart. The one down by your waist.


Title: Re: Score in videogames
Post by: DinofarmGames on May 09, 2012, 06:53:53 PM
How do you get points in ring^-27?  I hope you read my section on Equations to know why I don't think a lot of later games had great scoring mechanisms.  To be clear, I never said my knowledge of "shooting games" only extends to Galaga.


Title: Re: Score in videogames
Post by: eigenbom on May 09, 2012, 07:26:47 PM
If your point is that scoring systems in games is more complex than in board games, then you're right. The scoring systems in board games need to be human computable and are temporary. When you play a board game you aren't competing against 10,000 other people who played it before you. Your article seems mostly rhetoric.


Title: Re: Score in videogames
Post by: noah! on May 09, 2012, 07:36:20 PM
How do you get points in ring^-27?  I hope you read my section on Equations to know why I don't think a lot of later games had great scoring mechanisms.  To be clear, I never said my knowledge of "shooting games" only extends to Galaga.

Whoops, guess I should've brought the walls in the first place...

OK, so ring^-27. Basically, here's how scoring goes: First, you anchor onto an enemy. Next, you shoot other enemies without killing the first one. For each enemy you kill, the number of points each enemy is worth increases (omg arbitrary multipliers!) and they also drop some little medal items too (why not just count medals grabbed?). So, yeah, it kind of fails your criteria since it abstracts and it's not good to abstract and right now I wish I had never posted that first thing at all because I hate these arguments. Shit.

So I'm dry-heaving and it's time for paragraph 3. The thing is, when you talk about how completion made score irrelevant, it actually didn't make scoring irrelevant. It made that number at the top of the screen irrelevant, but come on. It is the 90s and you're sitting down with your friend and you're playing Sonic. Empty pouches of Capri-Sun litter the scene and your controller is stained with cheese powder. Sonic's eyes bulge out and he falls to the bottom of the screen. Game over. Time for your friend to give it a go.

The music to Green Hill Zone starts up.

Your friend's hands clutch the controller. Your hands clutch the cheese puffs.

In a matter of seconds, you hear the buzz of the end goal.

Sonic has passed Act 1.

Time: 0:29

God.

Daaaaaaaaammmmnnnnn.

As your mom washes your mouth out with soap, it gives you some time to reflect on the situation. 29 seconds. He cleared that level in twenty-nine seconds. Blew through it. Yeah, you don't really remember the score, except for the fact that the tally seemed to go on a while. But still. Anybody with limbs can clear Act 1 of Green Hill Zone, but to blow through it in 29 seconds...that takes some fuc-NO WAIT MOM I WAS GOING TO SAY FUDGING NO AAAAHH

A faint gargling sound emanates from the bathroom. Your friend slightly turns his head, concerned, but the sound of jingling rings captures his attention and you go ignored.


Title: Re: Score in videogames
Post by: DavidCaruso on May 09, 2012, 07:52:14 PM
You have this backwards, I think: the big numbers and unnaturally complex equations are the entire reason why anyone even cares about single-player scoring in this day and age in the first place. Not that it's really a good thing, but there you go.

Basically, I think the reason why score works so well in other types of games and not in single-player videogames is as follows: in single-player videogames, the "other agents" you mention aren't even part of the game world. In other words, in context of the actual game I am playing, the numbers at the top of my screen mean next to nothing (outside possibly a way to get extra lives, which do matter) -- I generally don't care about increasing them, whether your base number is 1 or 1,000, or whether your equations are simple or complex. Sure, if I'm bored with my favorite arcade game I can get more time out of it by trying to get the top score on the planet, but why would I do that when:

  • there are almost definitely other great games I could playing at any given moment, and many for the first time ever, where I wouldn't have already experienced the majority of the game's level design and audiovisuals (nobody actually wants to replay a game "infinitely," and before someone mentions it randomly generated levels are no exception to this -- the only difference is how long it takes, and also most probably crappy level design which will probably make you want to play the game less than if it was hand-crafted anyway)
  • I would personally enjoy the process of playing the game again far more if I just waited a bit before replaying it, or instituted a new natural player-defined challenge (e.g. one-lifing)
  • in many "score-focused" games, the methods for getting top scores are, if you look at them detachedly, pretty arbitrary and ridiculous anyway ("ok so you can't just kill the boss like a sane fighter pilot, first you have to take out all of his 20 arm cannons, and then when he gets angry and starts shooting the omega 128-pixel-length laserbeams you have to suicide to take out the side armor, and then you can milk the exposed cow udders underneath the armor for tons of extra points and multipliers for around 10 minutes, and when you're done you have 100 million points woohoo -- now, uhh, I guess you can take a pic of that and post it on a forum or something, or maybe tell your best friend and he gets mad at you and burns your donkey kong bedsheets")


Hence some of the reasons why I generally don't care about score in single-player games.

Also, were you really saying there for a bit that the introduction of stage progression in action games was a bad thing, or did I read that wrong? Like, you weren't really saying you would rather have us be playing Galaga clones just so that we could have precious "infinite replayability," were you? You do realize that at any given point a game is scoring your performance (in ways that can even be entirely unrelated to the number at the top of the screen that people refer to as "score") and then doing things like killing you, removing enemies from your path, or showing you a new level (the only difference being that these numbers remain in RAM instead of being plugged into a partial differential equation which is evaluated over time and gradually updated in the top middle area of the screen), and that things like stage progression make this far more interesting and engaging?


Title: Re: Score in videogames
Post by: pluckyporcupine on May 09, 2012, 08:02:23 PM
If people didn't care about score, then games like Call of Duty wouldn't be popular. They're all about that "one more kill, get my ratio up" mentality. Hell, most people that I know/knew that play(ed) shooters religiously always talked about their kill score in terms of k/d ratio.

Then, as stated above, shmups, and all those other things. HELL, Kotaku posts regularly about old arcade game scores in the MILLIONS that have been beaten.

People care about score. A LOT. Maybe even too much.


Title: Re: Score in videogames
Post by: ink.inc on May 09, 2012, 08:18:36 PM
k/d ratio is the only thing that matters in league of legends

the

only thing

 >:D


Title: Re: Score in videogames
Post by: st33d on May 10, 2012, 07:17:14 AM
I did a game for Nitrome called Snotput.

We were working on a Facebook update (postponed till we can tie it into accounts on Nitrome that haven't been built yet). All around the office people were trying the game.

Did they care about the score?

Holy shit yes.

When you can compare scores socially on a game that has a strong skill element (Snotput is about flicking a chain of springs that look like a ball of snot really far) with a bit of uncertainty (the normalisation of the springs introduces floating point underflow that produces some often random throws) you're hooked.

For a few weeks you could hear from corners of the office people flicking that snotball with the mouse.

One guy even wrote a C program to cheat by jumping the mouse (but the underflow randomness worked against him - he was still beatable).

Beating someone's score is a social thing. You're beating either the best (who you know through fame) or a friend (who you can belittle).

What doesn't work is trying to best an impossible score or the score of a total stranger.


Title: Re: Score in videogames
Post by: ortoslon on May 10, 2012, 09:35:46 AM
beating everyone is just one way to ensure that you've beat everyone you know (:

i often set score goals for my score attack videos such that i'd have to push myself but not too hard. usually i play games where i can't milk or exploit formulas but even when i can, i won't because i find it tedious and the resulting videos would only be interesting to other milkers


Title: Re: Score in videogames
Post by: pelle on May 10, 2012, 10:17:32 AM
OP needs to stop make up his own definitions that then are used to "prove" his points, like "all score-based single-player games are technically multiplayer.  You’re competing to get the new high score".

But trying to comment on the issue, I think score in games is usually boring and something I ignore, and would not add to a game. There are many exceptions though. If there is ANY other way to track progress, or who is winning, that is almost always what I prefer, and if there is score as well in the game I will ignore it. Example: I'm sure there were score in some of the roguelikes I played, but I can't even remember that there was a goal other than reaching new levels, and not sure what score would add. Same with any shmup or platform game; I just count the levels I reach and try to complete the game.

In team sports it usually makes sense to have a score, because you can't track progress in any other way. In a race you can track progress by how close to the goal someone is, but in football I can't think of a solution other than counting score. I feel it is more like a last resort because there is no other way.

In a strategy game, especially boardgames (but also many computer games) victory points is often used to allow the player(s) freedom in choosing a mix of different objectives, instead of coming up with very complex victory conditions, or forcing the player to pick a specific objective. Again I do not feel the score in itself is important, it is only a pool of possible objectives the player can combine to create a plan for things to aim for (especially in games about conquering territories).

In some adventure games, mostly older ones, score is used as a way to easily give the player a sense of progress, to show if something that just happened was a good or bad thing. In general these days this is not considered a good thing, a bit of cheating compared to instead giving the player good textual/graphic clues to feel like progress is made. (In at least one graphical adventure game score was used for very good comical effect though, but I do not want to spoil it by describing that.)

Your argument about the size of scores is broken from my experience. It doesn't matter. You quickly learn to ignore the last digits (eg counting the millions in a pinball game). When there are lots of tiny goals in a game (again, like pinball) I think it is useful to keep the small digits as fractional parts. (Pinball is btw an excellent example of game where score is useful, because you're not going anywhere and you can't count levels or aim for a final goal.)

"single player games require some system of score in order to be endlessly replayable" This is weird. Maybe it works for the OP peculiar definition of "game" and "single player game", but the way I know replayable single player games I do not see score (or victory points) as a requirement and there are many exceptions I can think of (both solitaire boardgames and computer games).

"learning to master a game, just like learning a musical instrument or learning to paint or learning any other skill, should be an art that you can explore for the rest of your life" is the OP's highly subjective opinion, not useful in this discussion, and I could not agree less. I'm terribly bored with playing a game over and over "to master" it. I can play a game over and over if each time it is sufficiently different that it feel more like a new game, with a different (random) setup, but not play the same setup over and over to master it (like chess and countless other boring games I do not play).


Title: Re: Score in videogames
Post by: sabajt on May 10, 2012, 11:00:51 AM
I enjoyed the article and see valid points on both sides.  I'm glad you talk about games like Settlers of Catan.  Hardcore gaming is great and there will always be a place for it but I think digital games stand to gain a lot (and have a long way to go) by looking at well designed board games that value a balanced playing experience over technical mastery.  A great board game designer Reiner Kniza sums it up: "when playing a game, the goal is to win, but it is the goal that is important, not the winning."  Not that games like ring 27 don't provide that (as was said above, for those players mastering the scoring system itself can make for a sublime experience) but most people won't have the patience or dexterity to stick with those games long enough to enjoy them like a pro.  That being said, the more diversity the better and obviously games that are not for everyone are the ones coveted the most by their fans.   


Title: Re: Score in videogames
Post by: Danmark on May 10, 2012, 03:49:55 PM
You give scoring in board games too much credit. As a design choice, victory points are there to provide numerous winning states (for variety of play), to obfuscate each player's success during the game (to keep everyone invested), and to ensure a low turn count (for brevity). It's an effective trick, but a cheap one. The result is too much arbitrary, innate utility assigned to things, and matches that are varied yet uninteresting.

As for the Focus the Player On Your Game’s Actual Goal section, I agree completely on score in team-based multiplayer games. These games are most enjoyable when everyone on your team is overriding any personal ambitions in deference to the team's objectives. When this unity is required for team success (as in any good game of this type), egotistical players fretting over their k/d ratios and such is disastrous. People playing the game in the way they wish, as provided for by the developers, harms the game for everyone else.

The part on roguelikes irks me a little. The difference is it's not clear why, particularly in a non-linear single-player game, displaying statistics harms the game. More than that: the notion that you've a duty to discourage all ways of defining success (and therefore seeking challenge, and therefore enjoying the game) except one of your own is elitist. Even for a game designer.

What's wrong with punching your way through enemies as quickly as possible (http://www.youtube.com/watch?v=HOQMvBGf434&feature=related)?

I can see that perhaps by showing the dungeon level, you lend it legitimacy as a scoring mechanism. My point is: so what?


Title: Re: Score in videogames
Post by: Chris Koźmik on May 10, 2012, 04:30:58 PM
It's fundamentally wrong to use word "should" in relation to a player. The developers should or should not do certain things, but players are to only have fun. Thinking in terms that they have to/should play in any certain way is crazy.

OK, players should not take the game from the shop and leave without paying, but that's the only exception related to the player and the game relationship :D


Title: Re: Score in videogames
Post by: sabajt on May 11, 2012, 09:50:26 AM
Quote
It's an effective trick, but a cheap one. The result is too much arbitrary, innate utility assigned to things, and matches that are varied yet uninteresting.

Poorly designed board games feel exactly this way... and there are a lot of those.  But good ones do not feel cheap, arbitrary or uninteresting.  Games like Tigris and Euphraties (http://boardgamegeek.com/boardgame/42/tigris-euphrates (http://boardgamegeek.com/boardgame/42/tigris-euphrates)) and RA(http://boardgamegeek.com/boardgame/12/ra (http://boardgamegeek.com/boardgame/12/ra)) don't rely on this type of scoring as a "trick".  It's really that the scoring system creates the game itself... I guess emergent gameplay is the buzzword I should be invoking here.


Title: Re: Score in videogames
Post by: Fegon on May 12, 2012, 01:24:33 PM
I disagree with just about everything you write there.

Quote
Now let’s look at some video game scores.  You play a game of Galaga and then it tells you your score was 744,315.  Okay

You´re right, that is not exciting, and how exciting is Counter Strike if played offline? Good scoring systems are based on competition or atleast some kind of motivation of achievement. It´s like you credit feeded Galaga on MAME and came to the conclusion that scoring is boring because you forgot about the context. In SMB and Sonic the score is disconnected from what the game is about, very unlike competetive games like Catan and Carcassone where you score to win. I would claim that the goal of Galaga was very much about beating other players, in the Arcades in the eighties.


Title: Re: Score in videogames
Post by: Graham- on May 13, 2012, 11:16:44 AM
I don't really understand what your point is. You want scores to matter? (I read the article)

Feedback is critical. Making the player's progress clear is debatably as important as making him/her experience progress in the first place. "Score" is a dated method for relating this information. A number is literally a one dimensional measurement tool that, as you said, is hard to conceptualize past a certain range. The correct replacement for score is feedback of any kind, that reflects the most relevant information about the player's progress to the player clearly and elegantly.

This is a critical problem in game design. You have to know what the player needs to know, then present it to him/her at the times he/she needs to know it - and never do anything else. I think any game design that fails to do this is flawed. All designs are flawed, so that's okay, but what's interesting is that it always can be fixed by stripping and iterating the design. There's never any excuse not to fix it.

Yeah, your conclusion, that games should be endless isn't great. A game which you can play endlessly, receiving consistent value, is a dream - a very potential one. But assuming that such a game is easy to create, let alone necessary all the time, seriously sells short the value of your player's not-playing-your-game life. That game is more like an ideal that we should always shoot for. If you expect it, you'll shoot yourself in the foot.



Title: Re: Score in videogames
Post by: Sharkoss on May 14, 2012, 02:19:36 PM
Quote
I can’t think of a single digital game that has a really great scoring system;  probably the best ones are very early games like Galaga, but even they have issues.

OK so if your knowledge of shooting games only extends to Galaga I feel like I'm totally justified in not taking you seriously.

Shmups, man. Like, you may have a point when you're talking about all these other genres but shmups, man. It's a whole genre dedicated to the pursuit of the number-one score. You can't systematically ignore that whole genre and still expect your point to be proven. That's like complaining because you couldn't strike oil while digging in your kid's sandbox. It just doesn't make sense.

So, here's your assignment. Since it's criminally unknown, and also lets me link to a thing I wrote, go out and play ring^-27 (http://forums.tigsource.com/index.php?topic=25425.0). It's got a scoring system that's deep. Orgasmic. Baconman would cream himself if I started explaining the nuances of it. Yeah, I could do the old forum thing and break apart your argument with textwalls but c'mon. Play ring^-27. At least play the trial. Support indie development on both hemispheres. Feel good inside. Like, deep down inside, in the heart. The lower heart. The one down by your waist.

Most shmups have questionable scoring systems, tho.  A lot of the most widely used mechanics like chaining/point-blanking/grazing etc. actively make the game a pain in the ass to play after a while (for the non-Asperger's-affected).  Many a promising game has been ruined by turning it into a tedious rigmarole/obscure puzzle.  From the outside looking in they seem really complex and sophisticated but after you play them for a while it becomes clear that more than anything else it's just a matter of doing it 'right' rather than putting a lot of thought into it.  I'm overgeneralising, probably, but screw it.


Title: Re: Score in videogames
Post by: noah! on May 14, 2012, 03:28:33 PM

Yeah sorry, whenever people disparage shmups it tends to turn me into a condescending ass. It's like the whole Jekyll and Hyde thing, except completely pathetic and dumb. It turned out cool though; once the rage went away I reread the thing and I understand the dude's point now. I still don't think it matters, but whatevs.

And it depends, really. Personally, I think that there are some shmups with absolutely stellar scoring systems. Like Espgaluda, as well as the aforementioned ring^-27. Maybe Saidaioujou too, though the hyper-chaining exploit makes me iffy about it. But yeah, I'll admit that chaining and milking and all of that ilk does start to wear on after a while. (can't really give an opinion on grazing, and i still love the raw concept of point-blanking)


Title: Re: Score in videogames
Post by: chrisjan on May 15, 2012, 02:21:16 AM
ok so you can't just kill the boss like a sane fighter pilot, first you have to take out all of his 20 arm cannons, and then when he gets angry and starts shooting the omega 128-pixel-length laserbeams you have to suicide to take out the side armor, and then you can milk the exposed cow udders underneath the armor for tons of extra points and multipliers for around 10 minutes, and when you're done you have 100 million points woohoo

This is the typical game over screen I see in most online games:

Quote
Congratulations! You finished the game!
your final score: 1,000

Top 10:
1- Sup3rP0wn3r  10,000,000
2- Sup3rP0wn3r   9,999,999
3- Sup3rP0wn3r   9,999,999
4- Sup3rP0wn3r   9,999,999
...

why should I care about the score?


Title: Re: Score in videogames
Post by: Uykered on May 15, 2012, 03:26:58 AM
You shouldn't, it's retarded.


Title: Re: Score in videogames
Post by: Derek on May 15, 2012, 07:33:00 PM
Actually, an argument about scoring came up on the shmups.com forums last week, due to an article icycalm wrote called "On Why Scoring Sucks And Those Who Defend It Are Aspies". I can tell a number of people in this thread read it, but here it is for those who haven't:

http://shmups.system11.org/viewtopic.php?f=1&t=41394

I'm guessing that many icycalm fans are doing a complete 180 on how they feel about scoring right about now... considering that he once wrote this about Ketsui:

Quote
But the extreme level of difficulty is only half the attraction; the other half is the simplicity of the scoring system. This involves collecting chips of different values left behind by destroyed enemies. The trick is to grab a few high-value chips by killing an enemy at close range, and then switch to the lock shot and chain as many other enemies as possible, which for a short time will also release large chips. The idea therefore is to go through the stages identifying opportunities for high-scoring chains, and string them together to achieve decent runs. Given the game's merciless, unrelenting assault, this is as difficult in execution as it is simple in concept.

It is this perfect combination of simplicity and challenge that makes Ketsui special. Had it been less manic, its simple system would have seemed a fault; had the system been more complex, the game's sheer manicness would have been unbearable. Add two kinds of second loops and a legendary True Last Boss, and you've got a game capable of compelling one to give up on all other games — in order to conquer it.

The article is pretty entertaining... but as usual it seems like much ado about nothing, with icycalm conjuring up the scarecrow of an "aspie" the same way he did with an "indie artfag", in order to co-opt ideas that have been around for forever (that scoring and other oldschool "videogamey" traditions hurt immersion, that playing video games is physically unhealthy, etc.).

Also, it's bad logic to ask what if Metroid games had numeric scoring systems in them. You could easily ask what if Metroid games had thousands of flowering pink bullets in them... obviously, the game's atmosphere would get destroyed in that scenario, too. It's a meaningless comparison that really just underlines the idea that games are developed with different goals in mind, all enjoyable if they're executed well.

Regarding the OP's article... I think your article should really be about why you think endless replayability is so important for games and how mastering a game is like mastering an instrument or painting. Those are not givens by a long shot.

You shouldn't, it's retarded.


So I'm curious, is this something you decided recently (maybe due to the above article)? Because Arvoesine has a relatively involved scoring system in it.

  • there are almost definitely other great games I could playing at any given moment, and many for the first time ever, where I wouldn't have already experienced the majority of the game's level design and audiovisuals (nobody actually wants to replay a game "infinitely," and before someone mentions it randomly generated levels are no exception to this -- the only difference is how long it takes, and also most probably crappy level design which will probably make you want to play the game less than if it was hand-crafted anyway)

The problem with this logic is that by the time you've finished most challenging arcade games you've had to replay the same levels many, many times. Now, your argument has always been that the level design in your favorite games is so good that you don't mind replaying them over and over again... but you can't tell me that it's only worth it until you've seen the (usually very short and inconsequential) endings of these titles?

It seems like, in challenging yourself to beat arcade games on one credit, there's very little distinction here between playing for score and playing to see the ending of the game. In both cases you get to experience (and have to RE-experience, possibly more than you'd like to) the level design and audiovisuals. In both cases you're also receiving a fairly arbitrary measure of accomplishment within the game.

Not to mention that many of your favorite games, like Armed Police Batrider, came out a long time ago. By the time you played them, I imagine that there were many better-looking, more challenging, and more immersive games (not to mention genres) around. You picked it out of a large pool of "better" games, so there must be something else about it that made it immersive for you.


Title: Re: Score in videogames
Post by: ஒழுக்கின்மை (Paul Eres) on May 15, 2012, 08:15:30 PM
i think scores are fun if

a) there's an online high score list that lists your friends' scores, and you have friends who play that particular game

or

b) the game rewards you in an interesting way for reaching higher score values; the classic way is extra lives, but there are plenty of other creative ways to do it (for instance, guardian legend increased your life power / hp if your score passed certain thresholds, and some games open up new levels or new content if your score is high enough)

or

c) the game is "endless" with the only goal to get the highest score possible (like classic arcade games). in this sense, score operates as a *measure* of how far you can get in the game. think of pac man here. your score in pac man isn't arbitrary, but it's basically a measure of how far you got in the game: how many ghosts you ate, how many stages you passed. the only way to "progress" in pac man is to increase your score


Title: Re: Score in videogames
Post by: Uykered on May 15, 2012, 08:24:52 PM
So I'm curious, is this something you decided recently (maybe due to the above article)?
Yeah the book helped me learn a ton about game design. I guess I was ambivalent about it before, but the chapter on score clarified a lot.

Quote
Because Arvoesine has a relatively involved scoring system in it.
Not really, I could remove it and it'd be a lot better (instead of the score orbs I'd link it to javelin stock) but I'm not fond of that game anymore so I don't touch it.


Title: Re: Score in videogames
Post by: ஒழுக்கின்மை (Paul Eres) on May 15, 2012, 09:02:03 PM
i think score can be thought of in evolutionary terms, like so:

in early games, score was important to keep track of progress. which team was winning is the simplest. i mentioned pac man, but there are a lot of other games like asteroids where if you didn't keep score, there's no easy way to tell how well you are doing or how far you are into the game

later on score was kept just out of tradition, and was 99% of the time pointless, like in super mario bros. 1 and 3

but still that doesn't necessarily mean that score is completely pointless in *all* newer games, because score "evolved" and adapted for other purposes besides keeping track of the game and giving extra lives (which worked like goal posts)

so score evolved in a number of different ways in different games, and came to have some utility in those games completely different from its original purpose. the competitive high score list is one such (early) evolution, but new ones arise all the time. the experience point system of rpgs (whatever one thinks of their actual value) is in essence a "score" -- you gain points for killing enemies, and those points increase your stats. currency in games which use a currency system is another type of score. the time it takes to complete a game is also a score (in speedruns or in racing games). there are many more (e.g. score being used ironically in "passage" to make a (somewhat hackneyed) point about how the accumulation of meaningless small things means nothing when you're dead)

in other words, it's similar to biology, where some part of a species which became useless then evolved and gained a new use. there are countless examples of that in evolution. it's easier to build off of something no longer useful and make it useful for something else instead than to completely get rid of it, both in games and in biology. so score itself in the classic sense is outdated, but in its modern evolutions -- currency, experience points, speedrun times -- is still useful, at least for certain genres of game. it's *still* completely pointless most of the time it's used, however. i regularly see games that have a scoring system but which don't actually need it for any reason whatsoever. but some games are the exceptions and make intelligent use of it


Title: Re: Score in videogames
Post by: Sharkoss on May 15, 2012, 09:10:54 PM
Actually, an argument about scoring came up on the shmups.com forums last week, due to an article icycalm wrote called "On Why Scoring Sucks And Those Who Defend It Are Aspies". I can tell a number of people in this thread read it, but here it is for those who haven't:

http://shmups.system11.org/viewtopic.php?f=1&t=41394

I honestly loathe icycalm and his worthless shitbag fanboys, and actually considered chopping 'aspergers' from my earlier post because I did, in fact, read that thing and hated the idea that somebody might think I was parroting him.  The problem, fundamentally, with scoring in Cave shooters and similar games, is not that it interferes with the atmosphere (it can do, ofc), it's that they don't mix things up and don't react to the player.  It makes scoring a grind.  The ability to memorise the whole game takes the risk out of those risk/reward mechanics because once you know the game there is no risk.  In old algorithm/behavior-based games like Asteroids/Galaga/Robotron, which have their own scoring issues (but not nearly to the same extent), that's just not possible.  Cave-style games are too rigidly constructed for the scores to actually mean anything worthwhile and mastery depends heavily on the players inability to get bored with shooting fish in a barrel.  Stuff like dynamic rank only goes so far.  That's my issue anyway.


Title: Re: Score in videogames
Post by: Graham- on May 15, 2012, 09:28:58 PM
Leaderboards have been a big deal lately. Compete with your friends.


Title: Re: Score in videogames
Post by: JWK5 on May 15, 2012, 09:30:07 PM
I think the best use of score currently is time scores (especially where speed-running is concerned). Breaking par (and getting far below it as possible) in Mighty Switch Force is ridiculously addictive and practically makes the game. I like this kind of scoring because it isn't so much arbitrary as it is pushing your skills to the limits to shave off precious seconds.

Fighting Games often have survival mode where you face off against opponent after opponent earning back a little life depending how well you fought and the "score" is how many opponents you can defeat (with the battles getting tougher and tougher as you go). Much like par times, this kind of scoring is fun because of the tension it creates. The farther in the game you get the more every battle, every hit, pushes your skills to the limit.

Time Splitters 3 (a FPS) had an awesome mode where when you killed enemies they dropped a bunch of coins (copper, silver, and gold). Each coin had a different score value associated with them and you didn't get points for kills, only for picking up the coins dropped by killed opponents. When you die you drop coins as well, and the more you have the more you drop (thus skilled opponents tend to drop more than unskilled ones). Earning score was ridiculously fun because not only were you trying to mow down opponents to get their coins you were also trying to steal the spoils of conflicts you weren't involved with or recover your own dropped coins before your killer can finish collecting them. What I especially liked is the fact you didn't have to be a skilled shooter to get ahead, good scavengers also excelled (creating lion and hyena setups).

Multi-kills and other trick-kills introduced in FPS are a great mechanic, especially in the CoD series where the matches aren't determined by kills but by score (earned via kills, trick kills, assists, etc.). It creates interesting situations where a bunch of players can excel in score but all in different manners (one might be racking them up with accurate sniping, another might be racking them up by stealth-shanking opponents in the back, another might be multi-killing groups of players with explosives, etc.).

I prefer score setups like these, where you are rewarded for adaption and creative use of skill much more than classic scoring conventions where it just comes down to memorizing a static pattern.


Title: Re: Score in videogames
Post by: Sharkoss on May 15, 2012, 09:35:16 PM
Oh yeah:  And Super Metroid is played heavily for speed runs/collection percentage.  That's really the equivalent of scoring in a Metroid game.  I don't know if that breaks immersion or whatever - but watching a Super Metroid speedrun is awesome.  Couple of days ago I watched a Metroid Prime speed run and it's amazing what people can do with that game - locking on to scannable objects to 'swing' on them - sorta like something out of Chaindive: http://youtu.be/_m92g__cQyY


Title: Re: Score in videogames
Post by: Graham- on May 15, 2012, 09:37:00 PM
I prefer score setups like these, where you are rewarded for adaption and creative use of skill much more than classic scoring conventions where it just comes down to memorizing a static pattern.

Yep. Score is a nice way to make multiple play styles appealing, and to make teamwork more likely (players play to their strengths).


Title: Re: Score in videogames
Post by: Derek on May 16, 2012, 12:10:49 AM
So I'm curious, is this something you decided recently (maybe due to the above article)?
Yeah the book helped me learn a ton about game design. I guess I was ambivalent about it before, but the chapter on score clarified a lot.

Quote
Because Arvoesine has a relatively involved scoring system in it.
Not really, I could remove it and it'd be a lot better (instead of the score orbs I'd link it to javelin stock) but I'm not fond of that game anymore so I don't touch it.

Your first couple of games were fairly novel platformers inspired by JRPGs and then you crapped on those and made a fun, but standard, arcade-style platformer with a high score system. Now you think score sucks and you're crapping on THAT game.

I dunno if you're really learning as much about game design so much as figuring out what icycalm likes (which can apparently change quite drastically, as shown by his flip flops on scoring, Canabalt, and whatever else).

I think it's really dangerous as a game designer to go down that path of following critics and theorists so wholeheartedly. It's worth considering that what critics do, for the most part, is evaluate what's already been done and nearly all of the best game designers, beloved by critics after the fact, broke new ground precisely because they had a strong PERSONAL vision and trampled right over existing conventions and theories. They also had a good understanding of past games, to be sure, but you can't make history just by studying it, is what I'm saying, I guess.


Title: Re: Score in videogames
Post by: EdgeOfProphecy on May 16, 2012, 12:16:45 AM
Pointless iconoclasm at its finest.

Score is a wonderful tool.  Part of the learning process, which is a big part of games, is providing feedback to the player on their performance.  Not all games need an explicit rating system to do so, but some can benefit greatly from it.  Score is a simple, direct, yet often effective way of doing so.  It can be used poorly, but it's certainly far from being bad.  I would venture to say it can be difficult to mess up a halfway decent scoring system implementation.

It's not so important that a person be able to know whether or not a score of 560335 is good or bad the first time they play your game, but rather that they're readily able to track their performance trajectory over time.  They should be able to tell if the actions they're performing are better or worse as per the scoring system, and see themselves do better or worse, and know if what they're trying works or not.

Lots of things can be used in conjunction with score to shore up its weaknesses.  Big, flashing, thumping letters when you kill an enemy going "+10000" very clearly tell the player "Ya did good, champ."  A rolling score counter that is just going absolutely nuts feels rewarding.  Other elements can give context to raw numbers, and thus greatly enhance their effectiveness.  Leaderboards can give players a very good comparison mechanism to see how much a point is really worth.  It's foolish to cast aside a useful tool like score just because it's not a complete, out of the box solution.

Also don't ignore history.  Score is part of games, and has been part of games, and was featured very heavily in arcade games.  If you want to make an arcade-style game, including a good scoring system with an arcade-style presentation could be an extremely good idea.  Playing with expectation and precedent can be a powerful design tool.

Lastly, my favorite thing about score is how it provides a soft way to add different layers of gameplay into the same game.  Thief II used gold stolen as a score, and you could do hard mode challenges where you had to steal a LOT of stuff, which led you to explore levels more thoroughly and enter riskier areas.  Unless that challenge was plunked in front of me, I wouldn't have really considered it.  SHMUPs in particular use score as an incentive for tiered gameplay styles.  There's your standard "shoot everything and try to survive to beat the game" style, and your "cheese the point system" style.  I would have never felt compelled in Radiant Silver Gun to only shoot enemies of one color.  The scoring system introduced the concept through rewards, and I like the challenge.  The whole scoring system was built around that playstyle, and it was cool to explore playing the game in that way.


Title: Re: Score in videogames
Post by: Uykered on May 16, 2012, 01:56:37 AM
Quote from: derek
Your first couple of games were fairly novel platformers inspired by JRPGs and then you crapped on those and made a fun, but standard, arcade-style platformer with a high score system.

Nice observation! But they're not my first games, I've a huge amount of games that I've either abandonded or finished. I just put those on my site because they're the highest quality ones that I've finished so far. (The first game I put on the internet was a Pang clone called Bubbly Pop).

Quote
Now you think score sucks and you're crapping on THAT game.
Ya. I wouldn't say I'm crapping on it though (well actually I guess the game is kind of crappy, haha). I always get tired of a game once I finish it, then I get excited about making a new game!

Quote
I dunno if you're really learning as much about game design so much as figuring out what icycalm likes.
Well I think I've learned a lot about game design/theory from his writing, even if you're not getting anything from it. I wouldn't have made Arvoesine if I was doing it to try and make a game icycalm would like, I don't have the skillz or money to afford to do that. I've always been a fan of Castlevania and was making a castlevania clone (http://www.youtube.com/watch?v=B17yckryDdA), but stopped making it cause I wanted to make my own original action game like it (Arvoesine).


Title: Re: Score in videogames
Post by: mirosurabu on May 16, 2012, 03:18:12 AM
Crucial observation: all games have scores. They are called "end states". If you can observe your end-state, you can know your score. In strategy games, it's resources you own. In linear action games, it's level you're at. So if you finish your game at level 5 that's your score right there. Level 5.

So what the hell is this number in the upper right screen?

Sometimes, it's a quantified end-state that makes performance comparisons easier. And that's okay I guess.
But sometimes, it's a way to introduce alternative rules that violate the integrity of the game world. And that's not okay.

So yeah, too lazy to go into detail right now. Just read icycalm's essay cause it echoes my thoughts word for word. And it's a fun read too, the aspie-dog part made me laugh so hard.


Title: Re: Score in videogames
Post by: st33d on May 16, 2012, 03:42:54 AM
Anyone got a link to this article?

I Googled it and came up with a load of links talking about it and not the actual link.


Title: Re: Score in videogames
Post by: mirosurabu on May 16, 2012, 04:18:10 AM
If you refer to icycalm's link, you gotta buy the book I'm afraid.

Or be a pirate and read it

(removed link to pirated book)


Title: Re: Score in videogames
Post by: st33d on May 16, 2012, 05:01:12 AM
I can't think of a more deserving victim. Thanks.


Title: Re: Score in videogames
Post by: Schoq on May 16, 2012, 05:37:24 AM
Score is a pretty bad way to gauge player skill or progress when you have to be an expert player to finish with the lowest score (http://youtu.be/NIKEVSZITps) :P


Title: Re: Score in videogames
Post by: DavidCaruso on May 16, 2012, 08:04:24 AM
Oh man, I knew that article would be mentioned eventually. I have some time to kill right now and not much else besides a web browser, so let's talk about it then!

Quote from: Derek
I'm guessing that many icycalm fans are doing a complete 180 on how they feel about scoring right about now... considering that he once wrote this about Ketsui:

Nope, always generally felt this way about scoring -- the essay just makes it clearer, stronger, and more specific for me (as well as proposing solutions to the issue, etc.)

And to answer the contradiction on Ketsui (the review, btw, was written about 5 years ago -- people tend to change their minds on things over time), here are some posts he recently made on Insomnia which should more than cover it (edited together into a few huge quote blocks, because they're actually around 20 or so posts made over time, etc.):

Quote from: icycalm
Okay, it's time to get around to answering zinger's opening post. The Pong review is three-quarters done but it doesn't look I'll be able to finish it today, so I am going to switch gears and tackle this in-between cooking some pasta and other stuff. It will be stream-of-consciousness and probably broken up among several posts as I eat, etc., but I am sure most people will get the gist of it.

First off, you need to understand why these comments did not go in the essay. They did not go in the essay because the purpose of the essay was to DESTROY scoring (and also, by extension, the cyber"athletics" and second-loop, alternate mode, newgame+ fagotries to which it ultimately leads), consequently anything that could DETRACT from this goal had to be cut. Even the last couple of paragraphs on the positive effects of cerebral genres were shoehorned in at the last moment and with some hesitation, because I didn't want to give anyone who wanted to defend scoring anything to hold on to, or ammunition to use against me.

That is not to say that the positive comments on cerebral games or what I am about to post here CAN be used to defend scoring -- what I am saying is that these comments could very easily be MISused to defend scoring, because, if you are dense and not capable of understanding the difference between theory and practice, you could misconstrue them to do so.

So I am going to analyze here the entire immediate PRACTICAL dimension of the issue, whose implications zinger did not fully grasp (since his post implies that he simply stopped playing for score, which as I will be explaining here is not quite a very good idea), and then I'll probably end up reshaping these formulations and adding them to the "Notes on the Arcade Culture" essay in Volume II, which will include a number of random discussions on the topic, including Recap's "correct" way to 1CC, etc.

So why is it a bad idea to completely stop playing for score?

First thing you need to understand here is the difference between theory and practice. Theory is a kind of practice, and practice a kind of theory, but the difference is that practice is concerned with IMMEDIATE things and actions, whereas theory for the FUTURE. So my essay explained why scoring systems in videogames with stage progression is a bad idea (except for transitional titles like Pac-Man, etc.), but that is an almost entirely different issue than the one we are faced with when we ALREADY have a game in front of us -- say, Mushihime-sama Futari -- and are trying to figure out what is the best way to play it in order to extract the maximum of enjoyment from it.

Here is an example outside of shooting games, so that more people will understand it. The first stages in Halo are awesome, but the later ones suck balls. Therefore, from a THEORY perspective, which is not really concerned with Halo but with A HALO SEQUEL, the later stages should be completely removed (at least if it's not for whatever reason possible to significantly improve them). But when we say this, we don't mean that someone should turn back time and remove the later stages from Halo and release it with only the first ones (since this is not only physically impossible, but even undesirable, since we only LEARNED that it's best to remove the later stages BY PLAYING THEM) -- all we are doing is setting down the PRINCIPLES by which FUTURE games in the Halo mold should be made in order to MAXIMIZE pleasure.

But all of that has nothing to do with two dudes sitting in front of their TV and trying to have as much fun as possible with Halo. For first off, the dudes have no idea that the later stages suck before actually playing them. Second off, when they get to the FIRST stage that sucks, they have no idea if the NEXT stage will also suck, or if things will end up improving there. And moreover, even if they know, from some other trustworthy source, that all the later stages suck, that means IN COMPARISON TO THE FIRST ONES -- not that there's absolutely NO PLEASURE AT ALL to be had from playing them.

See what I am saying here?

So in the specific case of Halo, the criticism/theory (and they work the exact same way here, because criticism is also not really ever concerned with its object, but always with the optimal method to construct similar future objects) would say that the game would have been better off if the later stages had not been included, whereas the best advice on how to play the game (which would again come from the critic, of course, i.e. from me) would be to play them with a friend in co-op, because at least then you can run through them faster (and thus experience less tedium), by piggybacking on each other's deaths (i.e. players dying and respawning in succession, so that they are always moving forward), instead of in single-player, where every death sends you back to the last checkpoint, and thus, if you are playing in Legendary, or even Heroic, it could take you fucking days to get through it -- IF you could stomach the tedium of those endless featureless corridors and identikit attack scenarios -- which I wouldn't be able to, which is why I am advocating the co-op tactic.

That does NOT mean that that fucking retarded co-op tactic is a good way around which to design a game, or even to just simply play it. If you play a great game like that, or, even worse, if you DESIGN your game with that idea in mind, YOU ARE RUINING IT. But in the specific case of the later stages of Halo, assuming you WANT to play them, and you don't just want to turn off the console when you reach them (which you understandably are not going to want to, since you ARE, after all, immersed in this game's high-immersion world, and would like some kind of closure before leaving it), then this is the best way to do it.

And here's an even more tangible example.

The theory says that eating fast food is bad for you. In ideal conditions no one should ever eat fast food; there is absolutely no reason to do so and you'd have nothing to gain by it; on the contrary, you'll only be harming your health.

And yet, when I was in Stockholm last year, there were a couple of nights that I didn't make the "kitchen closing" time of their retarded restaurants (something like 10pm lol), and was forced to eat McDonalds, BECAUSE I SIMPLY HAD NO OTHER OPTION. I can't even remember the last time I ate McDonalds, I think it was sometime around '96 or so in my student days, and even then only because I was dragged there by people with whom I'd gone out. And yet there I was in Stockholm last year, ordering two double cheesburgers with fries, etc., drenched with salt to the point of not being able to taste anything, because I couldn't stand the idea of going to bed on an empty stomach (I wouldn't have been able to sleep, or at least to sleep well, which would probably have been even more harmful to my health than eating McDonald's).

So the subhumans would immediately come out and say LOOK HE'S EATING FAST FOOD -- ALL HIS TALK ABOUT FAST FOOD BEING BAD FOR YOU WAS PURE POSING.

But as I hope everyone should be able to understand by now, that is pure nonsense.

Let's now take a shooting game, to start getting back to zinger, and let's pick a generally well-known one so more people can follow. Take Giga Wing, for instance. Now Giga Wing is a very aesthetically awkward game, which can even be called downright ugly, if you want to be mean about it. So being immersed inside its fairly ugly stages is not exactly a huge incentive to keep playing it. Moreover, due to the charge-shield mechanic, it's not a very hard game either (which in this specific case is good, by the way, since a hard AND ugly game is a bad idea, since the ugliness gives you one more reason to NOT put up with its difficulty, etc.)

BUT, here's where the scoring system comes in. By using the shield at the exact point when the screen is full of bullets, you can turn the bullets into medals. You can practically flood the screen with medals if you know what you are doing. Then you collect the medals and your score shoots up exponentially.

Now, from a theory perspective, all this shit is fucking retarded. WTF bullets turn into medals? I mean even in comic books, where basically anything goes, you will never see a panel with a spaceship in outer space surrounded by fucking medals -- even fucking comic book writers can't pull this stunt off while maintaining suspension of disbelief -- so what the medalling fagotry does is basically DESTROY the immersion factor of the game, AT LEAST FOR PEOPLE WHO ARE AESTHETICALLY SENSITIVE AND NOT AUTISTIC ASPIES.

So basically, you have two choices here. If you are determined to play only the NATURAL way (i.e. for survival, which by the way is a misnomer which I will also be explaining in the "Notes on the Arcade Culture" essay -- no one plays for "survival", people play for "domination"), then you might as well give up on Giga Wing because it's ugly and easy, and play one of the countless other STGs which are a hundred times prettier and harder.

On the other hand, if you try out the reflect-medalling mechanic a little bit, you'll probably realize that it is HELLA ADDICTIVE. Which is the point at which the aspies will exclaim SEE WE TOLD YOU SO! PLAYING FOR SCORE IS SO MUCH MORE COMPLICATED AND BETTER, AND HENCE MORE IMMERSIVE, EVEN GOING BY YOUR OWN THEORY!

But as people should be able to grasp by now, this objection is pure bullshit, for in the order of rank of shooting games Giga Wing played for score stands FAR LESS BELOW not of GIGA WING PLAYED FOR SURVIVAL, but of, for example, KETSUI PLAYED FOR SURVIVAL.

See what I did there? Take a look at the order of rank:

Ketsui (survival)
Giga Wing (score)
Giga Wing (survival)

It's the typical subhuman inability to conceptualize anything beyond an erection. They see that A SINGLE GAME PLAYED FOR SCORE is more fun THAN A SINGLE GAME PLAYED FOR SURVIVAL, but they fail to see the THOUSANDS OF GAMES PLAYED FOR SURVIVAL which stand ABOVE THAT SINGLE GAME (or five or six or seven) PLAYED FOR SCORE, get it? If I were to fully populate that list with all the shooting games ever, the top of the list would be full of survival titles (or titles played for survival), and the scoring ones (or titles played for scoring) would occupy the bottom part, or at least the middle.

Quote from: icycalm
So we saw that the theoretical problem is how to maximize pleasure IN FUTURE TITLES, whereas the practical problem is how to maximize pleasure FROM EXISTING ONES.

So, in the case of Giga Wing, the way to maximize pleasure is quite simply to play for score. So when the aspies defend the idea that playing for score in some games is preferable, they are not at all mistaken.

And this does not only hold for Giga Wing, but for ALL shooting games (and by extension all games). For even with a game like Ketsui, where survival-play is basically more or less the zenith, the highest point that shooting games have achieved, IF YOU ARE DETERMINED TO SUCK OUT EVERY LAST OUNCE OF ENJOYMENT FROM THE GAMEWORLD, YOU WILL SOONER OR LATER BE COMPELLED TO PLAY FOR SCORE.

I explained all this in the essay. It's why Josh mastered Metal Slug's scoring system, and when he was done with it even went BEYOND IT, by making his OWN scoring system, and in fact SEVERAL of them, and counting how many times he pressed up or down on the controller or whatever.

You HAVE to do shit like this if you want to remain inside that tiny world forever WITHOUT GOING FUCKING MAD FROM BOREDOM.

See what I am saying?

Quote from: icycalm
You know when you are eating a really delicious cake, or gulping down a great mixed fruit juice? And like, the first few mouthfuls, or gulpfuls, are pure bliss, and then you get to the end, and you are left with some crumbs on your plate, or a few drops of liquid in the glass, and are desperately trying to scoop them up, spending more time scooping than eating or drinking. Isn't that quite annoying?

Wouldn't you rather have a new glass of juice, or another plate of cake, than to keep scooping all the tiny bits that are left for half a fucking hour, only you can't quite justify to yourself the extra 5 or 10 euros for the new plate or glass (since you are, after all, at an expensive restaurant), so you are in this middle state which is more torture than enjoyment?

And then, there is the fact that, even if you were willing to order another plate or glass, you'd have to actually ORDER it, and it'd take a while for them to BRING it to you, so you keep procrastinating, and out of pure INERTIA simply keep scooping up or sucking on your straw or whatever, like a fucking idiot while everyone can see you?

That's what these dudes are basically doing, only worse, because in the food analogy you don't get the extra incentive to keep going from the prestige of being the person with the FEWEST crumbs on his plate or the LEAST amount of liquid in his glass.

In real life such a person would be ridiculed for being poor and a miser.

In videogames he becomes a champion.

Quote from: icycalm
Or take Rando's comments in the Shmups thread. Where he says that "the score helps the player to see how well he is doing" -- or something to that effect. It's hard to believe that someone as experienced with scoring systems as Rando could make such a mistake. For I might be on the very last stage, just one shot from killing the final boss, while having a LOWER score from someone who just died on the second stage -- so in what way was the score showing us how well we were doing? I was doing better than the aspie all the while having a LOWER score. I finished the goddamn game, and got a cool CONGRATULATIONS screen, whereas the aspie got a screen that said "WHY DON'T YOU TRY HARD NEXT TIME", so there's no question of who was doing better. Essentially, if you have really deeply understood what a scoring system is and how it works, you will have realized that it is IMPOSSIBLE for the score to be an accurate reflection of a player's progress in all but the most primitive of games. Even in something as simple score-wise as R-Type, the moment the player figures out how your scoring system works he can begin min-maxing and milking it, and all idea of the score actually representing anything other than itself goes out the window.

Did you get the last sentence? The score ultimately represents nothing more and nothing less than HOW WELL YOU ARE SCORING, just like IQ tests only reflect how good you are at taking IQ tests, and may or may not have anything to do with your actual intelligence (or even normal school tests, for that matter). Past a certain point, when the player has become, after a shitload of strategizing, etc., very familiar with how your system works, a huge score even indicates the OPPOSITE of progress: the player who pushed himself TO THE VERY EDGE in order to maximize his first stage score will ALMOST CERTAINLY end up DYING IN IT, just as someone who spends his whole time preparing for IQ tests, or studying for school tests with the only object of making the highest grades, without taking any actual interest in the subjects he studies, or extra-curricular activities, will end up a worthless idiot who is simply good at passing tests.

There's a ton more interesting stuff in that thread, but that's what's most relevant to what you posted and I don't feel like copypasting more right now. Hopefully you get the general gist, he provided more than enough examples and analogies I think. If you still need more clarification I can try and provide it myself (if it wasn't already addressed later in the thread, in which case it's easier and more useful just to quote it.)

Quote from: Derek
The problem with this logic is that by the time you've finished most challenging arcade games you've had to replay the same levels many, many times. Now, your argument has always been that the level design in your favorite games is so good that you don't mind replaying them over and over again... but you can't tell me that it's only worth it until you've seen the (usually very short and inconsequential) endings of these titles?

It seems like, in challenging yourself to beat arcade games on one credit, there's very little distinction here between playing for score and playing to see the ending of the game. In both cases you get to experience (and have to RE-experience, possibly more than you'd like to) the level design and audiovisuals. In both cases you're also receiving a fairly arbitrary measure of accomplishment within the game.

It's worth it the entire time, or else I would have just stopped playing.

The difference is that in the first case one of the main reasons I keep playing the same levels is because I want to experience what happens next, a reward which is far less arbitrary and far more important than a number increasing in the top of the screen. In the second case the point is to basically make a number go up after I've already seen practically everything (secret bosses, etc. notwithstanding) in the first place.* It's an attempt to basically extend the "life" of the game after you beat it by injecting a shitload of (usually unnatural) complexity into the scoring system, but the more logical and natural approach would be to integrate that complexity into survival (aesthetically/atmospherically as well ofc) and require the player to use it to beat the game in the first place (and if you really wanted you could make a "regular" easy mode or something, idk -- which is still a compromise of course, but it seems like a better one to me than having one natural system and one unnatural one), "endless replayability" be damned. In fact, link about all this below!

* Now you might say "but what about extra lives, don't you want those?" Yeah, that's generally the extent to which I play for score (to get them on the earlier stages, etc.) Ideally even that wouldn't really be necessary, though.

---------

While we're posting Shmups links, I'd like to draw everyone's attention to austere's topic "Scoreless shooting mode: 'Scoring' for survival" (http://shmups.system11.org/viewtopic.php?f=1&t=41427), which essentially serves as an application of the theory mentioned in icy's essay. I'd recommend that everyone read the thread (as well as the originating essay of course), he's a smart dude and there are some interesting posts by others as well. (Some of you might remember him on here as "substance." =P)

I can't think of a more deserving victim. Thanks.

I can: ξ


Title: Re: Score in videogames
Post by: ஒழுக்கின்மை (Paul Eres) on May 16, 2012, 08:20:56 AM
i'd suggest against openly linking to pirated material on this forum, because forums that do that tend to be taken down due to complaints to the server that hosts the website. all icycalm now has to do is to report this site to the company that owns its server, and no more tigsource


Title: Re: Score in videogames
Post by: moi on May 16, 2012, 08:22:18 AM
is this the new icycalm thread?


Title: Re: Score in videogames
Post by: s0 on May 16, 2012, 08:27:06 AM
i'd suggest against openly linking to pirated material on this forum, because forums that do that tend to be taken down due to complaints to the server that hosts the website. all icycalm now has to do is to report this site to the company that owns its server, and no more tigsource
edited miro's post

don't post pirated material here, folks


Title: Re: Score in videogames
Post by: st33d on May 16, 2012, 08:47:40 AM
To be fair, I read one page. Didn't really see why his opinion merited such an exposition.

I mean I get it. I'm forced to put high scores in the behest of clients and even I don't see the point of them. Social scoring is pretty fun though.


Title: Re: Score in videogames
Post by: ஒழுக்கின்மை (Paul Eres) on May 16, 2012, 09:00:02 AM
is there a place to buy his book? i'd be interested if it is reasonably priced (e.g., if it's 50$ then no, but 20$ sure)


Title: Re: Score in videogames
Post by: s0 on May 16, 2012, 09:02:31 AM
btw: do people actually play stuff like cave shooters for "atmosphere?" because idk, i cant really see 99% of the shmups i've played as anything but almost completely abstract.


Title: Re: Score in videogames
Post by: ஒழுக்கின்மை (Paul Eres) on May 16, 2012, 09:20:27 AM
i haven't played a cave game (besides deathsmiles i think), but i played gradius v and einhander partly/mostly for atmosphere (both of those are shmups and have really nice atmospheres)

i definitely did *not* play those games for score though. survival, mostly


Title: Re: Score in videogames
Post by: Manuel Magalhães on May 16, 2012, 09:33:56 AM
is there a place to buy his book? i'd be interested if it is reasonably priced (e.g., if it's 50$ then no, but 20$ sure)
It's 25 euros. (including international shipping)
http://culture.vg/online-store.html (http://culture.vg/online-store.html)


Title: Re: Score in videogames
Post by: ஒழுக்கின்மை (Paul Eres) on May 16, 2012, 09:54:55 AM
hmm -- that's a bit expensive but i'll probably get it eventually. i do enjoy his writing style quite a bit (his substance isn't entirely bad either, but it also isn't uniformly good)

it's weird tho that he's selling the geneology of art games there; wasn't that previously free to view online? or still free to view? but some people prefer reading stuff on paper than on screen, i guess


Title: Re: Score in videogames
Post by: Manuel Magalhães on May 16, 2012, 09:59:16 AM
I've heard somewhere that he made changes to the chapters he already published on the internet, but I can't say for sure.
I might buy the book when I get a debit card.


Title: Re: Score in videogames
Post by: moi on May 16, 2012, 10:23:05 AM
Score-tables are at the core of the first commercial exploitations of videogames (as arcade machines). With time, and the increasigly solitary development of videogames they became more and more futile, but they're coming back with online games and rankings.
Even arcade games themselves become increasingly focused on game-completion (shmups, beatem ups, platformers,etc...), but they kept score, because it was a requisite of their commercial exploitation.
So score will be either very important or totally futile, depending on the type of game you're creating.
Basically you have to chose between develloping your game around the score competition(generally a repetitive, twitch game) OR the story completion.
The existence of score can appear awkward in a game with a completion incentive (like arcade shmups) but I don't see the need of having such a big debate about it.


Title: Re: Score in videogames
Post by: ஒழுக்கின்மை (Paul Eres) on May 16, 2012, 12:45:26 PM
haha, moi, your english is really improving; i think that's the first time you've written more than 3 sentences in a post


Title: Re: Score in videogames
Post by: JWK5 on May 16, 2012, 12:49:46 PM
Don't jinx it, Paul!


Title: Re: Score in videogames
Post by: noah! on May 16, 2012, 03:46:35 PM
Quote from: ice ice baybee
"On Why Scoring Sucks And Those Who Defend It Are Aspies".

Eeh, this time my main man Icy ain't doin' i' fo' m' ''r'.

The thing is, he convinced me of one thing, and that is that scoring, as a goal, is pointless. However, pointless doesn't necessarily equal bad. Sometimes when I'm bored I'll break out the Picross, solve a puzzle, and move on. Pointless, but fun. I derive loads of (guilty) pleasure from The Shamen, but I'll admit their stuff is pretty pointless. Most of my posts here are pointless. Hell, you could say that life itself is inherently pointless, if you wanted to be cynical about it.

What detriment is there in pursuing a system that, while pointless, leads to mechanics that are buckets of fun? While it sounds simple enough to just make those essential to survival (http://shmups.system11.org/viewtopic.php?f=1&t=41427), you really can't. The two goals (survival/scoring) are so inherently different that mechanics that work in one just don't work in the other. Does that mean that they are just inherently bad mechanics? Even though they are still enjoyable to experience?

So I just don't know. Scoring has been "destroyed" for me but I don't care. I'm still gonna enjoy ring^-27 even though its scoring mechanics impose on its survival value. I'm still proud of the letter score I pulled out of Batrider. And, unless the design documents undergo catastrophic revision, my next game is most definitely have a score system in place. Pointless? Totally. But I love it, and I'm gonna keep on doing what I love (http://insomnia.ac/japan/here_we_go_again.php).

(also the giga wing example doesn't hold water. things spontaneously becoming medals is the coolest idea ever (http://dl.dropbox.com/u/1225304/cj/gwmedals.png) and anyone who disagrees has sticks up their ass)


Title: Re: Score in videogames
Post by: Derek on May 16, 2012, 07:06:38 PM
Oh man, I knew that article would be mentioned eventually. I have some time to kill right now and not much else besides a web browser, so let's talk about it then!

Thanks. I'll think about it and maybe write more later, but for now...

I think mechanics are interesting by themselves, and let's say you did replace the planes, tanks, and buildings of Ketsui with abstract shapes or, as zinger suggested in another thread, with random Google images... the game would certainly be a lot worse but it would still be immersive. But really, you just have to look at how icycalm praised the scoring system (inc. loops and true final boss) in and of itself in his 2007 review. Whether he's now changed his mind or not (aspie miracle cure?), there's obviously some palpable joy in unraveling and mastering that arbitrary system, aesthetics aside.

And the cake and crumb analogy doesn't really make sense in the context of games designed around scoring, since no chef would leave important parts of his/her cake in the crumbs. In a game like Ketsui, the scoring is obviously a big part of the cake, like a layer of chocolate ice cream in the middle of it - you can taste it all together from the very beginning (and, in fact, it would be hard not to).

The "aspie" who only cares about scoring is practically mythical... just like his cake/crumb analogy, it's a very extreme example. Ironically, the people it most easily convinces are guys like zinger, who seem more interested in getting approval from others ("Thank you, icy, for showing me my aspie ways!") than simply enjoying games for themselves.

But anyway, it's not a black and white thing, right? It's most natural to play a game for both personal score and also to see the later stages of the game... at the same time. At any given point in your progression, one goal might be closer than the other, or more interesting than the other. It really just gives you more stuff to be interested in.

And the fact that you can discuss score (OR survival strategy, mind you!) doesn't show that score breaks immersion - it really just shows you that games can be so interesting that when we're forced to return to our normal lives we want to share them with others.


Title: Re: Score in videogames
Post by: Derek on May 16, 2012, 07:31:46 PM
BTW:

While we're posting Shmups links, I'd like to draw everyone's attention to austere's topic "Scoreless shooting mode: 'Scoring' for survival" (http://shmups.system11.org/viewtopic.php?f=1&t=41427), which essentially serves as an application of the theory mentioned in icy's essay.

Quote from: austere
So here's what people of like-mind will do, we're going to suggest ways we can modify existing masterpieces to make them scoreless.

Quote from: icycalm
Therefore, from a THEORY perspective, which is not really concerned with Halo but with A HALO SEQUEL

So no, even though it's a fun discussion, I wouldn't say it serves as an application at all, at least not from icycalm's perspective. For his theories to be applicable, I agree that they have to extend beyond the theory nerds discussing retroactive "what ifs" and the self-loathing, self-described "amateur" developers that make up a good part of his most ardent fanbase.


Title: Re: Score in videogames
Post by: EdgeOfProphecy on May 17, 2012, 01:00:49 AM
While we're posting Shmups links, I'd like to draw everyone's attention to austere's topic "Scoreless shooting mode: 'Scoring' for survival" (http://shmups.system11.org/viewtopic.php?f=1&t=41427), which essentially serves as an application of the theory mentioned in icy's essay.

Huh.  I don't get it.  Whether or not you make the point cheesing play style the default play style, you're still playing the game in a specific way.  Score comparison would simply be replaced with "how long did you live" which is precisely interchangeable under the proposed system.  Like, literally, you could write a formula to convert between the two.  Dudes would still gather around and try to break records of how long you've played, which is the same as how high your score is.  So what's the real difference?

The only thing I can think of is that score does not tickle his pickle.  He simply cannot be bothered to care about score.  Instead, he wants a different feedback mechanic, just a cosmetic swap.  Replace that score counter with a health bar and he's pleased as punch.  Sounds to me like the dude has a weird complex about score, and the people who like to pursue a high score.

My gut tells me that cheesing a high score originated as an emergent behavior that designers took note of and started deliberately designing into games.  It's not always obvious, but it's certainly a part of the game.  Much like how competitive fighting games revolve around esoteric maneuvers that do not very well align with the player's natural assumptions, some scoring systems require you to play the game in a way that's different.  I think that's pretty cool, though, because it gives you a game within a game.  Speedruns are really similar, and I love seeing the crazy tricks people come up with to shave off a few seconds, things I would have never thought of.


Title: Re: Score in videogames
Post by: s0 on May 17, 2012, 01:26:38 AM
Quote
and the self-loathing, self-described "amateur" developers that make up a good part of his most ardent fanbase.
hey im a self described amateur developer. i dont hate myself and i dont like zirbas. also i dont have aspergers.


Title: Re: Score in videogames
Post by: mirosurabu on May 17, 2012, 03:26:55 AM
The only thing I can think of is that score does not tickle his pickle.  He simply cannot be bothered to care about score.  Instead, he wants a different feedback mechanic, just a cosmetic swap.  Replace that score counter with a health bar and he's pleased as punch.  Sounds to me like the dude has a weird complex about score, and the people who like to pursue a high score.

He has nothing against score. He just dislikes the style of play in which one is obsessing over displaying "skills" and, consequently, ignoring whether what they are playing is fun on its own or not.

edit: derp, that's austere being quoted. i confused it with noah's quote, but oh well.


Title: Re: Score in videogames
Post by: JWK5 on May 17, 2012, 07:26:33 AM
It disturbs me slightly how eager some people seem to be about essentially being a proxy for someone else.


Title: Re: Score in videogames
Post by: Cerebros on May 17, 2012, 10:53:31 AM
I had read the discussion on Shmups and I wanted response there. I'll respond here.

I think that the crux of the discussion is the difference between an experience-oriented (art) and competition-oriented (sport) game. Once the game attaches a number or symbol score to the experience and the player values that number or symbol, the game stops being an experience and starts being a competition and if the player devalues that, vice-versa. If the player scores 500k in Deathsmiles or ranks 'Ghost' in Hitman: Blood Money, the player can only understand the significance of that score and rank in relation and comparison to other scores and ranks. So, the second time, the player scores 1 million; if the player recognizes that he, in the present, played twice as good as he had in the past, he is now optimizing to compete with his own score and others'. Everything non-optimal to optimizing his score is redundant and ignored (id est the experience, the art). That is a truism and isn't controversial and I agree with Icycalm.


I think that Icycalm's claim of 'Aspiesm' for 'playing for score' is wrong and his application of it, inconsistent. To participate and compete in any competition or sport is pleasurable. I play Soccer (predominately), Hurling, and Chess, and there is no discernible difference in the endogenous pleasure derived from playing those sports and that of those games 'played for score' like Deathsmiles or games like Starcraft II, Counter-Strike or FIFA. Great competitors of sports give spectators a fraction of the pleasure of performing high-level moves just by watching them, and I derive the same pleasure watching an Ikaruga superplay as I do watching Phelps swim or Bolt sprint.

In the essay, Michael Phelps and competitive swimming is used as an example of the opposite of 'Aspiesm' and it is inconsistent. Games have two main components: strategy (decision-making) and execution (executing decision). If you compare 'playing for score' games (the bad examples), competitive swimming and competitive sprinting, you find that there is no difference except the redundant obvious: same content, different language. All three games optimize a number (score, time). All three games require extremely high execution. All three games have low strategy; the optimal mechanics for 'playing for score', swimming and sprinting disseminate throughout competitors uniformly because it's easy to empirically prove that a mechanic optimizes a score or time and competitors put themselves at a disadvantage not adopting the optimal mechanic and thus, negligible divergence. As a result of uniform strategy, there is a low variance in style in all three types: there is no discernible difference between the styles of playing of one player to another, swimming of one swimmer to another's, sprinting of one sprinter et cetera. All three games are 'non-contact': the competitors do not engage with each other. So, if the players on a leaderboard for a 'playing for score' game are 'aspies', then Michael Phelps and Usain Bolt are 'aspies', too, for swimming and sprinting, respectively.

However, there is a hierarchy of competitive games. I think that the most interesting competitive games are those that have high execution, high strategy, and divergent styles, and have the competitors engage each other and co-operate (team sports) or compensate the absence of one with the exponential increase in another. Soccer and American Football are examples of games with all those attributes; Starcraft II and Street Fighter IV are good "cyber athletics" examples sans co-operation; Chess compensates its low execution with astronomical strategy. I think that the least interesting competitive games are those that have high execution, no strategy, and uniform style, and are 'non-contact'.


He is also has an addendum at the end of the essay which is very important in correcting the error, "cyber athletics" serve no function, he made earlier in the essay.


It disturbs me slightly how eager some people seem to be about essentially being a proxy for someone else.

Celldweller appreciates your eagerness.


Title: Re: Score in videogames
Post by: JWK5 on May 17, 2012, 11:18:17 AM
Touché.


Title: Re: Score in videogames
Post by: Derek on May 17, 2012, 05:33:39 PM
Quote
and the self-loathing, self-described "amateur" developers that make up a good part of his most ardent fanbase.
hey im a self described amateur developer. i dont hate myself and i dont like zirbas. also i dont have aspergers.

Haha, sorry... I didn't mean that calling yourself an amateur or hobbyist is bad at all. I'm talking specifically about the guys who make a big point out of it in order to get in with icycalm. Same goes with, say, zinger calling himself an aspie. I wouldn't call it humility or honesty or anything like that - it feels like something a dog would do for a treat.

But then they also try to mimic icycalm's way of speaking and end up being incredibly smug towards people over things they literally learned a week ago.

They're like the stereotypical born-again religious people - submissive and smug in the same package, with only a basic understanding of their own beliefs. It's annoying.

I think that the crux of the discussion is the difference between an experience-oriented (art) and competition-oriented (sport) game. Once the game attaches a number or symbol score to the experience and the player values that number or symbol, the game stops being an experience and starts being a competition and if the player devalues that, vice-versa. If the player scores 500k in Deathsmiles or ranks 'Ghost' in Hitman: Blood Money, the player can only understand the significance of that score and rank in relation and comparison to other scores and ranks. So, the second time, the player scores 1 million; if the player recognizes that he, in the present, played twice as good as he had in the past, he is now optimizing to compete with his own score and others'. Everything non-optimal to optimizing his score is redundant and ignored (id est the experience, the art). That is a truism and isn't controversial and I agree with Icycalm.

It's funny, because this is pretty much the argument the art games people use to promote art games - namely, that the competitive aspect of gaming takes away from the art aspect of gaming. I think the major difference is that icycalm treats fighting, killing, raping, WAR, etc. as very natural and therefore not a sport in the way you're describing (i.e. it's part of the "art").

Again, don't most games let you experience art and compete at the same time? I always thought that was the unique pleasure of video games, and it's precisely why a medal popping out of a spaceship is really cool in games even though it might not be in a comic book or movie. I thought that was a bad example, too. A medal popping out of a spaceship is like someone's eyes bugging out in a comic book - a great example of the artform's unique strengths.

The physical aspect of gaming is interesting, though, and that was something about the article I really liked. I think some games are just physically worse to play... like Starcraft 2. The mechanics of the game are still interesting stripped out, but I could see that, at a high level, the physical boredom and pain of constantly clicking stuff against online opponents probably outweighs the cerebral pleasure of understanding the mechanics and outwitting your opponent. And the pros all play with the graphics at the lowest setting, which kind of proves how little aesthetics matter to them at that point.

On the other hand, fighting games seem much healthier to play at a pro level. Just the fact that you're sitting side by side makes a big difference, but I think a joystick/controller is a much more natural input device than a mouse/keyboard, anyway. And you can still enjoy all the graphics and stuff, too.

You can kind of see the difference in the two communities, with Starcraft pro players just seeming much less happy overall than fighting games players.


Title: Re: Score in videogames
Post by: Udderdude on May 17, 2012, 05:40:17 PM
I suppose since the reason I registered on this forum in the first place was to take part in a gigantic Icyclam flamewar, I should be obligated to post something here.

What Icyclam said in the original chapter of his book is that he wants a game where you are required to use advanced gameplay mechanics purely for survival.  Not playing the game correctly results in failure.  He mentions that it should require a "World-class player" to complete.  Although he doesn't mention just how complex these game mechanics should be, I'll assume they're around the level of Mushi Futari, and not something totally bonkers complex like Hellsinker.

Now, what I'd consider to be a world class player is one who can hold their own in scoring against the absolute best, getting within 80-90% of the world record on a given game.  And last time I checked, Icyclam is nowhere near this figure in ANY game.  So essentially, he wants a game that he wouldn't even be able to play himself due to it being too hard.

All I have to say is .. lol.  Not to mention, there are already several shmups which are exceedingly difficult to play for survival, like DOJ (Both loops), Mushi Ultra, Futari Ultra, etc.  If he gets a clear on any of those, I'll reconsider his request for the game developers of the world to make his dream game for him .. :p


Title: Re: Score in videogames
Post by: DavidCaruso on May 17, 2012, 06:10:23 PM
I wrote half of this up earlier and decided not to post but fuck it.

I think mechanics are interesting by themselves, and let's say you did replace the planes, tanks, and buildings of Ketsui with abstract shapes or, as zinger suggested in another thread, with random Google images... the game would certainly be a lot worse but it would still be immersive. But really, you just have to look at how icycalm praised the scoring system (inc. loops and true final boss) in and of itself in his 2007 review. Whether he's now changed his mind or not (aspie miracle cure?), there's obviously some palpable joy in unraveling and mastering that arbitrary system, aesthetics aside.

Saying that the game would "be a lot worse but it would still be immersive" seems a bit disingenuous; immersive compared to what? Every game is immersive to some degree, but Ketsui Google Label sure as hell wouldn't be compared to the original, and maybe not even compared to a mediocre shooting game.

And you're right in that there's still some joy that can be gained from the arbitrary systems, this is even something mentioned in the quotes I posted. That doesn't invalidate the point that there would be even more joy if the arbitrary system was...well, less arbitrary, and even inconsequential in the big picture. The point is to make the game's complete ruleset as harmonized and unified as possible, not just one "side" or the other.

(Also, aesthetics are a motivator in scoring as well, even if to a much smalller degree. I mean, why do you think score runs have multipliers flying around everywhere, etc.)

Quote
Ironically, the people it most easily convinces are guys like zinger, who seem more interested in getting approval from others ("Thank you, icy, for showing me my aspie ways!") than simply enjoying games for themselves.

zinger posts thanking icy for clearing up issues for him and helping him enjoy some of the games he loves the most that he has since joining the Shmups forum (that would be around 2005 or earlier, going by join dates) -- "enjoying them for himself," as you put it yourself -- then adds a small joking comment at the end, and you conclude from that exchange that he is a poser-drone mindlessly trying to gain icycalm's approval for... uh... what end, exactly? I think you've brought this up multiple times now, so what exactly do you think the people who support his ideas are trying to gain from this? Do you really think that, say, Alastair is so insecure with himself that he feels the need to instantly jump to the closest controversial opinions on videogames and "parrot" them, for the sole purpose of "doing the good work of his master" or some such crap? I mean, I won't deny having a few personal insecurities (don't think I've ever said anything about them here tho), but not nearly enough to put in the time and effort to do something like that on an Internet forum with the sole motivation of "getting in with icycalm," and from the limited interactions I've had with him Alastair seems like a generally good-natured, smart, and honest person, so I doubt he'd do that either. And if he and other people like him were only trying to gain others' approval, then wouldn't the pile of condescension they receive from others make them...do as the others say? Especially if some of those others can sometimes be as abrasive (or more) as the person who the ideas "originate" from (just look at that Shmups thread for proof) -- if it was just about covering up insecurities and hiding behind a shell, then what exactly makes one shell more appealing than another?

Maybe the appeal is in the ideas themselves? Not the glorious prospect of "essentially being a proxy for someone else," as JWK5 put it? Maybe the reason the person's thought tends to reflect (serve as a "proxy" for) the other's is because overall the person agrees with and has been influenced by those ideas when forming his own conclusions, based both on the theory and the practice (his own personal experiences), not because they're a droneparrot who's just out to get the highest score in iceproval points so they can receive an extend in art history books by being briefly mentioned in the Genealogy for a line or two? I mean, just food for thought here...

Anyway, how many ideas do I have to arbitrarily disagree with to get out of the "submissive" bracket, and how many "IMOs" do I need to add per sentence to get out of the "smug" one? Do I have to stop using em dashes (em dashes and semicolons are the best punctuation marks) because he does too? I guess I should be aiming for the low score on this one? Also have you ever seen a "born-again religious person" who's "constantly seeking approval from others" at the same time? I know I haven't, but then again I don't have much experience with either type of person!

Quote
And the fact that you can discuss score (OR survival strategy, mind you!) doesn't show that score breaks immersion - it really just shows you that games can be so interesting that when we're forced to return to our normal lives we want to share them with others.

Your statement is right, but I think you missed the original point. It isn't the fact that you can discuss scoring strategies; it's that the players seem so eager to spoil themselves on that strategy. I mean, imagine if someone came up to you while you were stuck on a hard part of a (let's say turn-based strategy to make the analogy a bit easier, since execution skill isn't as huge a factor, though this still applies perfectly to action games) game and said: "here is how you beat this boss, you have to do this" and just showed you the complete process. If you were enjoying playing the game, then wouldn't that basically ruin the experience of discovering these things for yourself? Isn't that pretty much the definition of a spoiler: it ruins the experience of discovering a part of something for yourself?

So the question is, why would someone intentionally go and spoil themselves on what's apparently supposed to be the most crucial aspect of a shooting game? Well, the obvious answer has to be that they aren't really enjoying the discovery of these aspects as much as utilizing them once they already know them (which is where the tables come in, etc.) The reasons for that might vary -- the strategies might be too hard, they might be too esoteric, they might be completely counterintuitive and make no sense at all which makes one wonder how anyone figured it out, etc. -- but there's no other explanation I can think of for the general sentiment.

Quote from: Cerebros
So, if the players on a leaderboard for a 'playing for score' game are 'aspies', then Michael Phelps and Usain Bolt are 'aspies', too, for swimming and sprinting, respectively.

Did you read the essay fully? This is addressed, and Phelps is even mentioned a few times.

Quote from: C.A. Sinclair
btw: do people actually play stuff like cave shooters for "atmosphere?" because idk, i cant really see 99% of the shmups i've played as anything but almost completely abstract.

When I talk about "atmosphere" here I'm using it in a general sense of "wanting to see what happens next," which presumes that what happens next is worth seeing at all (and playing at all ofc, but that's not the main point of "atmosphere") in the first place. I mean, why do you think so many of the best arcade games have great audiovisuals (good-looking stages, catchy soundtracks which you won't get easily tired of listening to, etc.)? I've always thought it's because, in order to prevent the player from getting tired of struggling against the same stages and giving up, they pretty much have to. "If you think this is cool, just imagine what you're going to see next," etc.

Now, last time I checked, what I'd consider to be a world class player is one who can hold their own in scoring against the absolute best, getting within 80-90% of the world record on a given game.  And of course, Icyclam is nowhere near this figure in ANY game.  So essentially, he wants a game that he wouldn't even be able to play himself due to it being too hard.

Why does someone need to be able to "play a game" from the start to enjoy it, exactly? And how do you know that he won't be able to keep playing over time until he can beat it, etc.? Wouldn't the fact that the "scoring" mechanics are integrated more fully give you more motivation to learn how to use them and come up with strategies yourself while playing? I mean, even if you're going to argue that he won't be able to beat the game he wants to play (thus invalidating everything he says?), that doesn't mean he can't enjoy it? Isn't a main point of the article that you enjoy playing through games most the first time, i.e. before you beat it anyway? Why do I keep phrasing my points as questions in this post?


Title: Re: Score in videogames
Post by: Derek on May 17, 2012, 10:59:26 PM
Saying that the game would "be a lot worse but it would still be immersive" seems a bit disingenuous; immersive compared to what? Every game is immersive to some degree, but Ketsui Google Label sure as hell wouldn't be compared to the original, and maybe not even compared to a mediocre shooting game.

And you're right in that there's still some joy that can be gained from the arbitrary systems, this is even something mentioned in the quotes I posted. That doesn't invalidate the point that there would be even more joy if the arbitrary system was...well, less arbitrary, and even inconsequential in the big picture. The point is to make the game's complete ruleset as harmonized and unified as possible, not just one "side" or the other.

(Also, aesthetics are a motivator in scoring as well, even if to a much smalller degree. I mean, why do you think score runs have multipliers flying around everywhere, etc.)

Why does the ruleset have to be completely unified to be maximally enjoyable? It seems like a big part of the joy of shmup scoring systems is that it's there when you want to play around with it, but can be somewhat avoided if you want to focus on completion. Those two concepts - scoring and survival - already complement one another by being somewhat separate.

If you unified them the way you're suggesting, then complex scoring would become annoying if you weren't interested in it at the time. It'd be kind of like if Braid forced you to tackle its puzzles linearly rather than giving you some space to choose which puzzles you want to solve first.

Or to put it another way, should food always come mixed together in a bucket, or is it sometimes better if the sauce and sides are separated so that you can eat to your own tastes?

Maybe Udderdude or someone more familiar with shmups can clear this up, but that's what I always thought.

If it was just about covering up insecurities and hiding behind a shell, then what exactly makes one shell more appealing than another?

Simply put, icycalm's alpha male posturing makes his ideas more appealing to beta males. You know, "respect the cock" type stuff:

http://www.youtube.com/watch?v=_n2IVF9a2IA

I'd be more inclined to believe that it was just about the ideas if the attitude didn't get transmitted so much as well. Not sure why this isn't apparent to you even though you can pick out other types of herd behavior so easily.

Quote
Anyway, how many ideas do I have to arbitrarily disagree with to get out of the "submissive" bracket, and how many "IMOs" do I need to add per sentence to get out of the "smug" one?

You can agree with him without affecting his macho posturing, can't you? Or needlessly bashing yourself?

You don't really do it so much yourself, although I did notice a pretty significant change in you after the ESB thread. You came here pretty eager to learn and share game-making stuff, whereas now it's mostly arguing theory and snarking people.

Quote
So the question is, why would someone intentionally go and spoil themselves on what's apparently supposed to be the most crucial aspect of a shooting game? Well, the obvious answer has to be that they aren't really enjoying the discovery of these aspects as much as utilizing them once they already know them (which is where the tables come in, etc.) The reasons for that might vary -- the strategies might be too hard, they might be too esoteric, they might be completely counterintuitive and make no sense at all which makes one wonder how anyone figured it out, etc. -- but there's no other explanation I can think of for the general sentiment.

Probably for the same reason that someone would read an icycalm article and spoil themselves, or do anything outside of just playing the game - to maximize their enjoyment of it when they do play and also to get a chance to interact with other people over a shared interest.

You don't think the hours you've spent reading Insomnia has spoiled games for you somewhat (or maybe worse - turned you off of games that you might have enjoyed otherwise)?


Title: Re: Score in videogames
Post by: Derek on May 18, 2012, 03:15:02 AM
Yeah, it's been tried to varying degrees many times in the past, and no one's managed to make a great game out of it. The closest I know of is Radiant Silvergun, which has a score-based EXP system for weapons, and even then that system was easily the worst part of the game and mostly what made it (at least, to me) just a good game instead of a great one. It isn't fun to always have to play for score or else later bosses take forever to kill. It doesn't help that most games which try to do this also have awful level design and lots of INEEERRTIAAAA (though Silvergun didn't.)

Okay, I remembered you saying something about Radiant Silvergun at one point...

Granted, this is a very specific, chain-based scoring system you don't like, but it seems like you're at least touching on the point I'm trying to make more generally, which is that "it isn't fun to always have to play for score or else ______".

But it can certainly be fun to be able to choose to play for score when you feel like it, and that fact has already been explained quite well by icycalm and other shmup players.


Title: Re: Score in videogames
Post by: Udderdude on May 18, 2012, 03:44:36 AM
And how do you know that he won't be able to keep playing over time until he can beat it, etc.?

If he hasn't even tried to beat extremely difficult games/modes like Futari Ultra, what makes you think he'll suddenly be motivated to do so by requiring the player to perform advanced gameplay mechanics to survive?  He's asking for something that maybe 4-5 people in the entire world would ever complete.

Wouldn't the fact that the "scoring" mechanics are integrated more fully give you more motivation to learn how to use them and come up with strategies yourself while playing?

Of course, when I play a game I try and learn the correct mechanics.  Doesn't mean I don't want to occasionally just ignore them and blow shit up.  Forcing the player to do things a certain way also removes a lot of the experimentation and flexibility inherent in (well designed) scoring systems.  If there's only one right way to do it to survive, you completely remove a major aspect of the game.

Isn't a main point of the article that you enjoy playing through games most the first time, i.e. before you beat it anyway?

Having the game be so difficult that you'd need, as said before, a world class player, would require you to play the game probably hundreds of times before you actually beat it.  At which point he'd be just as sick of it as if he was trying to get a world record score.

Also, the way arcade shmups are set up, you play from the beginning of the game each time anyway, but I don't see him railing against the horrors of having to play stage 1 and 2 over and over.


Title: Re: Score in videogames
Post by: Udderdude on May 18, 2012, 03:52:42 AM
Saying that the game would "be a lot worse but it would still be immersive" seems a bit disingenuous; immersive compared to what? Every game is immersive to some degree, but Ketsui Google Label sure as hell wouldn't be compared to the original, and maybe not even compared to a mediocre shooting game.

And you're right in that there's still some joy that can be gained from the arbitrary systems, this is even something mentioned in the quotes I posted. That doesn't invalidate the point that there would be even more joy if the arbitrary system was...well, less arbitrary, and even inconsequential in the big picture. The point is to make the game's complete ruleset as harmonized and unified as possible, not just one "side" or the other.

(Also, aesthetics are a motivator in scoring as well, even if to a much smalller degree. I mean, why do you think score runs have multipliers flying around everywhere, etc.)

Why does the ruleset have to be completely unified to be maximally enjoyable? It seems like a big part of the joy of shmup scoring systems is that it's there when you want to play around with it, but can be somewhat avoided if you want to focus on completion. Those two concepts - scoring and survival - already complement one another by being somewhat separate.

Or to put it another way, should food always come mixed together in a bucket, or is it sometimes better if the sauce and sides are separated so that you can eat to your own tastes?

Yes, there are several posts in the shmups thread which basically say this.  You'd only end up pissing off both players who play for score, and players who just want to play the game without worrying about advanced mechanics.  Score/survival has co-existed in shmups for decades now.  This is a debate that no-one wanted or even really needed.

Immersion is important, but for a genre like shmups it's just not as important.  You're already playing on what's basically a flat 2D plane, isn't that non-immersive enough already?  (Note to icyclam: Make next insane rant about how only 3D tunnel shooters are truly immersive and all the 2D ones are for aspies who can't stand that extra dimension since it reminds them of real life)

It's like a game can't even be a game anymore, man .. gotta remove anything that reminds you you're playing a game now, because lord icyclam has willed it so.  Bye bye numbers, extra life icons, etc. And if you actually liked those things?  Woah boy, you are in ASSBARGERS CITY!  Better check yourself into a clinic, then go wrestle some sharks while waveboarding or whatever in between rounds of (insert 100% immersive, zero numbers allowed on-screen game here)

You know, I'm actually getting kind of sick of his armchair game designer schtick.  If he's not even willing to put the time and effort into figuring out what the results of his grandiose ideas would be, why should any developers listen to him?


Title: Re: Score in videogames
Post by: Sharkoss on May 18, 2012, 06:58:19 AM
What are some shmups that have a rank system that taps directly into the score?  ie. not a separate, hidden number?  Out of curiosity.  Anybody know any?


Title: Re: Score in videogames
Post by: Udderdude on May 18, 2012, 07:05:23 AM
Ibara Black Label and DDP DFK Black Label both feature prominent rank display that tie in directly with scoring.


Title: Re: Score in videogames
Post by: iffi on May 18, 2012, 05:20:58 PM
This is a debate that no-one wanted or even really needed.
This sums up what I feel about this thread.

I can't be bothered to read all the long posts in this thread, but I don't see how this is a debate at all when it's obvious that there are plenty of people who like score systems and even enjoy abusing them, despite whatever flaws and seemingly arbitrary characteristics they may have.


Title: Re: Score in videogames
Post by: moi on May 18, 2012, 09:35:03 PM
If you don't like stupid discussions, don't spoil it for other people


Title: Re: Score in videogames
Post by: ஒழுக்கின்மை (Paul Eres) on May 25, 2012, 09:51:29 AM
i just had an idea that would reconcile icycalm and everyone else: make a game where, if you do not reach a sufficient score by the end of a stage, you die

that way, score means something

e.g. let's say level 2 has 30,000 possible points if played perfectly. if you beat level 2 and didn't at least get 20,000 points, you'd explode, and have to start at the beginning of level 2 again

i don't even mean this in a joking way, on paper i think it'd be a good system, with a good balance between skill and survival. of course we'd have to see how it works out in practice to be sure of that


Title: Re: Score in videogames
Post by: Player 3 on May 25, 2012, 10:02:38 AM
i just had an idea that would reconcile icycalm and everyone else: make a game where, if you do not reach a sufficient score by the end of a stage, you die

that way, score means something

e.g. let's say level 2 has 30,000 possible points if played perfectly. if you beat level 2 and didn't at least get 20,000 points, you'd explode, and have to start at the beginning of level 2 again

i don't even mean this in a joking way, on paper i think it'd be a good system, with a good balance between skill and survival. of course we'd have to see how it works out in practice to be sure of that

Racing games, except it's time limit instead of score.


Title: Re: Score in videogames
Post by: ஒழுக்கின்மை (Paul Eres) on May 25, 2012, 10:04:40 AM
hmm, yeah -- racing games are sort of evidence that this system can work in a different context. i wonder if it's been done in shmups before?


Title: Re: Score in videogames
Post by: EdgeOfProphecy on May 25, 2012, 10:06:33 AM
hmm, yeah -- racing games are sort of evidence that this system can work in a different context. i wonder if it's been done in shmups before?

If ever there were a time attack mode wherein you had to hit score milestones to add bonus time, then yes.


Title: Re: Score in videogames
Post by: Udderdude on May 25, 2012, 10:12:11 AM
The recently released Sine Mora has a very strict timer on Arcade mode, Insane skill.

If you aren't killing everything on the screen, you run out of time and lose immediatley.

I don't think there was more than a handful of people that actually enjoyed that aspect of the game, on shmups forum anyway.  It's like the game has OCD restart-syndrome built in to it. That's another hilariously wrong thing about Icyclam's ranting about "aspies" and autism - the term he's really looking for is OCD!

If you're looking for a real shooter/racing hybrid, check out Kingdom Grand Prix http://en.wikipedia.org/wiki/Kingdom_Grand_Prix


Title: Re: Score in videogames
Post by: Manuel Magalhães on May 25, 2012, 10:13:31 AM
i just had an idea that would reconcile icycalm and everyone else: make a game where, if you do not reach a sufficient score by the end of a stage, you die

that way, score means something

e.g. let's say level 2 has 30,000 possible points if played perfectly. if you beat level 2 and didn't at least get 20,000 points, you'd explode, and have to start at the beginning of level 2 again

i don't even mean this in a joking way, on paper i think it'd be a good system, with a good balance between skill and survival. of course we'd have to see how it works out in practice to be sure of that
While it could be a fun concept if well executed I doubt icycalm would like it. Even if the score is relevant for proceeding the game, there's a big problem for him: It's anti-immersive. What's a score in the game world, after all? Nothing, therefore it detracts immersion from the player. Also regardless of that I don't think that dying after you got through the stage because of a score counter is pleasant.

I would like it if well done, though. (although I don't like the "die if you didn't get X points in the stage's end" rule, I think that a "if you don't get X points in each Y time, you lose a life" rule would be better)
   


Title: Re: Score in videogames
Post by: noah! on May 25, 2012, 10:40:50 AM
i just had an idea that would reconcile icycalm and everyone else: make a game where, if you do not reach a sufficient score by the end of a stage, you die

that way, score means something

e.g. let's say level 2 has 30,000 possible points if played perfectly. if you beat level 2 and didn't at least get 20,000 points, you'd explode, and have to start at the beginning of level 2 again

i don't even mean this in a joking way, on paper i think it'd be a good system, with a good balance between skill and survival. of course we'd have to see how it works out in practice to be sure of that

Funnily enough, within the shmups thread (http://shmups.system11.org/viewtopic.php?f=1&t=41427) Caruso linked, this idea was eventually brought up. Turns out your idea was done, to the letter, in Macross II (http://youtu.be/5itUwnTdpxg).

The problem with this idea is that, in the shmups realm, the scoring systems are pretty crazy. They're based on a lot of "fuzzy" systems like multipliers and stuff, which are often disjointed from survival/intuitive play. And occasionally, scoring oversights are even found (like in Cave's latest game, which features both a hyper-recharging exploit (http://youtu.be/SJjvCD2F7I8?t=56s) and an overflow bug (http://youtu.be/wfJQzRi6zGU)!). This all means that a "perfect score" is usually significantly higher than what most people would achieve when playing for survival.

For example, playing the first level of Armed Police Batrider for shootin' game gets me around 320,000 points. Playing for score, I can usually net a good 700,000. However, the record score for that level is I think around 1.4M, which is a significant step up. So where do you set the bar? Macross II gets around this problem by having a very strict scoring system. However, this sorta takes away from the fun of scoring, which is the open-ended "unlimited possibilies" nature of the goal.


Title: Re: Score in videogames
Post by: Udderdude on May 25, 2012, 10:43:20 AM
The problem with this idea is that, in the shmups realm, the scoring systems are pretty crazy. They're based on a lot of "fuzzy" systems like multipliers and stuff, which are often disjointed from survival/intuitive play.

Yeah, a shmup with advanced mechanics and no score would have most of those mechanics reduced to survival tools, ex. bombs, escape mechanisms, whatever.  Not the kind of stuff we see in mechanics used in scoring systems.

this sorta takes away from the fun of scoring, which is the open-ended "unlimited possibilies" nature of the goal.

Yeah, I mentioned this earlier in the thread.

Bottom line is that score versus survival is a balance.  Go too far towards either extreme, and you just end up with an imbalanced game.


Title: Re: Score in videogames
Post by: s0 on May 26, 2012, 05:33:36 AM
Quote
While it could be a fun concept if well executed I doubt icycalm would like it. Even if the score is relevant for proceeding the game, there's a big problem for him: It's anti-immersive. What's a score in the game world, after all? Nothing, therefore it detracts immersion from the player. Also regardless of that I don't think that dying after you got through the stage because of a score counter is pleasant.
just make every shump about a fictional sport where people compete at shooting down shit with spaceships. problem solved.
 :durr:


Title: Re: Score in videogames
Post by: Manuel Magalhães on May 26, 2012, 05:38:13 AM
:handclap: