I've been thinking about this lately and I never really thought about it much until now...cody wrote:low <----------------------- Incentive ---------------------------> high
bragging rights only . . . . . . . . . . . extends, weapon power, etc
under defeat. . . . . . . . . . . . . . . . . . . . . radiant silvergun
low <----------------------- Mercy ------------------------------> high
single mistake ends score run. . . . . . . small mistakes, small effect
*DonPachi . . . . . . . . . . . . . . . . . . . . . . . . . . ESP*
I tend to like scoring systems that are merciful & provide incentives, otherwise I'm likely to ignore scoring and just play the game for survival. Anyone else's taste in scoring systems run along identifiable lines?
I habitually play for survival first: This is because in the late 70's and early 80's when I first started to play the genre, the scoring systems were basic... but when a game 'forces' you to progress by 'scoring': I find that the most satisfying because you're constantly improving yourself; your score AND your progress...
E.g. I first noticed this with Defender and then Stargate in the early 80's: Playing for survival was fun until you realise all the humanoids are getting abducted by Landers which subsequently mutate to annoying-you're-going-to-die-bitch Mutants... hmmm...
You're then 'forced' to prevent these mutants being 'formed' by killing them as quickly as possible... you realise your scores are improving because you're catching humanoids after killing Landers; then chaining humanoids (catching and carrying multiple humanoids; sorta like medals)... thus making progress in survival AND score; which are natural "incentives" (with the added moral incentive of protecting the.. ahem, superior 'humanoid' race!).
The scoring system is also "merciful" because you won't be knocked back significantly if your 'humanoid chain' is broken (still a high risk/ reward)... I find this type of integrated, survival/ scoring package the most satisfying...




