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Phil Steinmeyer
08-15-2005, 11:44 AM
I've been thinking about the scoring system for my game.

I'm not sure how elaborate to make it, in terms of bonuses and multipliers and the like. In part, this is because I don't usually pay much attention to score in these kinds of games. Usually I'm more interested in how many levels I advance through (i.e. how far I progress into the game). This is for a puzzle game with multiple varied levels and a thin bit of story behind it (think Jewel Quest, Big Kahuna, Tumble Bugs, etc).

So, should I just keep the scoring simple and straightforward, or are users interested in elaborate combos resulting in big bonuses and elaborate scoring mechanisms?

Hiro_Antagonist
08-15-2005, 01:10 PM
So, should I just keep the scoring simple and straightforward, or are users interested in elaborate combos resulting in big bonuses and elaborate scoring mechanisms?
Some players are definitely interested in score. I like having multiple challenges, and I've noticed at some points I go for score, and other time I go for progress.

I've also been told by people who know that combos and what-not are very important, even when they're not directly caused by skill. Think of the combos in Bejeweled for instance. The increasing pitch of the consecutive combo scores adds a sense of drama and reward, which really add to the experience. It usually happens by pure accident, yet that still doesn't take away from the positives of the experience. I guess it's basically the slot machine effect. =)

IMO, combo systems should be quite simple, unless you're deliberately trying to add a complex/advanced mechanic. While I think it's okay if people get combos/bonuses they didn't directly intend to cause, I think it's bad if players get combos/bonuses and it's not clear how/why they got them.

-Hiro_Antagonist

vjvj
08-15-2005, 02:07 PM
My extremely humble opinion is that I don't consider a score-based game good unless it has a combo system :) Or at least, some means of scoring points exponentially.

Hiro is totally right, the system itself can be extremely simple, and it will still manifest itself in a way that will feel deep and complex to end users. Baku Baku and Puzzle Fighter are two great examples.

svero
08-15-2005, 08:06 PM
I think in games like those you mentioned a well thought out scoring system can add a little depth and longevity to a game. Its particularly good for players that like to beat highscores and find new ways of getting a top score. I'd say as a general rule of thumb, if it's harder to do, reward it with more score/effect.

DGuy
08-15-2005, 10:03 PM
Definitely give a player the chance to earn extra points through more skillful play.

To use a metaphor from fighting games: you want the person who has spent the time learning the combo-system to do better than some one who just mashes the buttons.

I believe strongly that irregardless of the players skill level (beginner or advanced,) they should all be able to complete the game, but the more skilled/determined player should have the means to "do better."

iopred
08-16-2005, 05:00 AM
Score is a great way to give feedback, if your making an action type game, just multiply all your scores by 100, I find if the player can get scores in the millions on their first or second go, they feel special... Well atleast I do. Huge scores give a sense of accomplishment, and combos add to this. Feeling like you are on 'a roll' is important, and is not hard to implement in most games.

MrGoldfish
08-16-2005, 09:19 AM
I think scoring is one of those hidden gems that can make a game more interesting. I can be playing a game and then realize that i have a score multiplier because i haven't been hit for a while. Then all of a sudden it becomes kind of a mini-game as such where i'm trying to keep that multiplier up as high as possible. Then i get hit and continue playing as i was before. Little things like that are what keep game from getting boring too quickly. Little distractions to keep me from thinking "God i've been doing the same thing for 3 hours". It's like that for me atleast.