I honestly think after the active discussion here that the point of the original post and previous thread is best motivated via demonstration -- i.e. a mod realising the scoreless design. I haven't convinced anyone else capable of doing it about its merits, so I guess the I'll have to do it when I get time. Until then I'll pull out of the debate leaving the floor to you all.
Skykid wrote:Yo Austere, welcome back (wondering what happened to you.)
Hey dude, thanks, it's been a hell of a year (and some say there is no end in sight, I certainly feel exhausted), if I told you about it , most people wouldn't believe me. I'll tell you in DM.
Skykid wrote:This idea is intriguing indeed, I like the idea of constant knife-edge play where you're forced to score absolutely optimally to stay alive. Sounds intense!
That's right, but you'd take out the score all together and put something more intuitive in. I mean what's the point anyway, most people who are enjoying themselves are not going to be in the top ranking spots, may as well give people a visual and intuitive reason to use a revised scoring mechanics of the game as proper mechanics.
Skykid wrote:However it's an idea that would need to have a very well moderated difficulty curve. For instance I think the difficulty should be on a similar increase to regular shooters (tougher ones of course, not the DS variety) but so that seasoned shmuppers can easily push through the early stages and then need to get sharper as the game goes on: that way it won't be cripplingly punishing.
Of course, it will take quite some time to make sure the game doesn't rush you into a difficulty that spoils the game. But it should be a very difficult challenge to complete the game, no compromise on that one.
Skykid wrote:Using your DOJ example, chaining the first stage alone is an incredibly difficult task for most people to bend their heads around - something like that wouldn't work from the outset.
Yeah I probably should have avoided DOJ all together because its very difficult to justify the chaining mechanics in both a visual and mechanic way. Ketsui, for example, is much easier (the fuel idea, once again).
Skykid wrote:Anyway, interesting idea, I like the originality.

LOL
TrevHead (TVR) wrote:I get what the OP is getting as I had something similar in mind when describing Akai Katana, ie scoreplay felt more intune with survival than say DDP.
That's actually what frustrated me initially, the whole "great for scoring blah" "oh but its easy for survival to get new players into the genre". I mean, DoDonPachi is no push over and it gets people into the new genre! Most of them don't even bother with the chaining, the levels are hard enough.
Sapz wrote:I think a mod like this could be pretty interesting in theory, but in practice I'm having trouble thinking of ways in which it could be more interesting than the original game in any capacity unless the modifications were particularly game-changing.
That's the idea, it's not just a matter of reintegrating the scoring system into proper mechanics (and removing the score all together) but also
aesthetically justifying it. It has to make sense for someone who has never seen the game before (and it should definitely make more sense for someone who didn't know the scoring system).
Ghegs wrote:So...you want Dragon's Lair: The Shmup?
Oh god no. See, the problem with that game is you have to know well in advance what kind of silly scenario the game designer cooked up for you in order just to survive. It doesn't feel normal at all and it's not fun, it's just a series of "gotchas" at every turn. Playing the "maximise your score" game feels the same way to me, I mean I watch a superplay and the guy's doing things that make no sense until one reads up on the internals of the game and even then they have to know what's coming later.
So basically playing for score turns every existing game into Dragon's Liar: The shmup. That's because the designers thought of a nice idea (e.g. chaining) to make the game more interesting than their previous creations but never really integrated that to the mechanics (other than getting 2 extends). I should check out Macross II... when I have time to breathe.
Herr Schatten wrote:The only way I can see to make scoring feel less detached from survival is making the things you have to do to survive also give you a good score.
That's what's being proposed, without the pointless scoring because if survival is scoring, then at the end of the game everyone should have the same score.
BPzeBanshee wrote:Isn't scoring for survival what Battle Garegga does anyway?
Indeed ... but it breaks the illusion of the game, I mean, imagine if you're really fighting all those fleets, would destroying your ship to make the enemy less annoyed at you be realistic. I don't know, it does the job (I play the game a lot by the way) but it's counter-intuitive.
About zinger's modifications to Battle Garrega, I'll just comment that it's not just a matter of stripping away the scoring mechanics, they are the very reason the game is fun -- it's a matter of
reintegrating them back into the game in such a way that there's not two seperate "games" going on at the same time. In Battle Garegga half the time I'm looking at the most significant digit (I'm not good enough for it to break the YGM BCD routine and leap into hexadecimal notation, lol) of my score and suiciding, surely surely this mechanic can be turned into something that makes more sense, even visually? Some kind of accumulation of items that make the gradually increasing difficulty easier that you get rid of? I don't know, Garegga is tough one to crack, it's not something you will sit down and figure out while typing out a forum post. I'm asking you to improve the design of the original games, something they worked months (or even, you could argue, accumulated
decades) on, but the difference is you're now armed with a new perspective.
My piece of advice: You're probably going to have to add more than what you've subtracted.
Anyway I've got to go, have fun and please hold your bile Paradigm.
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.