The bottom line
Score systems still work in modern games when they sit on top of a finishable game as an optional layer. They add difficulty, teach new ways to play and steer players to the intended experience.
Key takeaways
- Scores faded when games became finishable, but they were never obsolete. 0:06
- Looping arcade games like Pac-Man and Donkey Kong could not be beaten, so the score was the goal.
- On consoles, players cared more about bosses, stories and real-time multiplayer than leaderboards.
- A score layer gives a game extra difficulty without a difficulty menu. 1:51
- In Thumper, finishing a stage is easy to enjoy, but an S rank needs serious skill.
- In Opus Magnum, any working machine passes, but a histogram of cost, area and cycles against other players pushes you to optimise.
- Scores can teach the full depth of a game's systems. 4:15
- Bayonetta's top medals need complex combos, quick chains, taunts and dodge offset, which a button-basher can ignore.
- Tony Hawk's points decay on repeated moves, reward combos and reward gaps, so a high score means playing as designed.
- Scores can nudge players toward the intended style of play. 6:13
- Metal Gear Solid V adds points for accuracy, speed and rescues, and deducts them for being spotted or hit, so stealth ranks higher than a Rambo approach.
- Scores work best when the core game is fun without them and the extras stay hidden at first. 7:02
- Bad grades after a seemingly good run in Platinum games can discourage players, and optional scores may leave depth unseen.
- Assault Android Cactus makes its battery panic mirror the veteran's chain panic, and unlocks Pro Mode only after a full-level chain.
You just need to play differently and better, than everyone else.
Game Maker's Toolkit
Chapter summaries
0:00 Scores began as the arcade goal
Saving scores turned a personal target into a contest, but pure arcade clones struggle to hold players.
- Saved high scores made play social 0:23
- Space Invaders let players save scores, so nearby players competed for the top spots.
- Beating your own best was already a goal before rankings existed.
- Mega Man and Castlevania kept scores for a time, then dropped their importance.
- Pure arcade revivals have limited staying power 1:13
- Tormentor X Punisher asks you to survive infinite demon waves and compare scores online.
- It stays fun only for very good players, competitive friends or those addicted to personal bests.
- The more interesting route is a retro score layered on modern design.
1:47 Scores set the difficulty for you
| Difficulty menu | Fixed target | Score layer | |
|---|---|---|---|
| When you choose | Before playing | Set by designer | While playing |
| What passes | Finishing on chosen level | e.g. <200 gold, <60 cycles | Any working run |
| Who sets the bar | Player, blind | Designer | Player, with context |
| Weaker player | Picked wrong level | Stuck until optimised | Finishes, can return |
A score lets each player find their own challenge without picking a difficulty level up front.
- A score avoids the difficulty select screen 2:05
- You must usually pick a level before you know what "hard" means in that game.
- With a score, you play as well as you can and are rewarded for the skill you bring.
- Opus Magnum leaves the choice to optimise with the player 3:30
- You get infinite money, space and programming lines, so any working machine passes.
- A fixed target such as under 200 gold or 60 cycles could have forced it, and some players need that.
- You can favour small, cheap, fast or balanced machines, whichever you enjoy.
4:11 Scores reveal new ways to play
A high score asks for a different style of play, not just fewer mistakes.
- Tony Hawk's top scores demand the full skating system 4:56
- Most level goals need only basic moves.
- You don't need a variable heel-flip to knock a foreman into water.
- Revert and manual keep a combo going across the level.
- The chain builds a multiplier that massively boosts points.
5:27 Tony Hawk's and Metal Gear Solid V: scores steer players
Points for the right behaviours push players toward the intended way to play.
- Chasing a Tony Hawk's high score makes you play it as designed. 5:46
- Spins, stance switches and special gaps between bits of the stage all give bonus points.
- Casual players can ignore these, but high scorers must master the whole trick system.
- Degrading points on repeated moves force variety.
- Combo bonuses raise the risk of bailing, and gaps push you to move around the level.
- Metal Gear Solid V lets you play any way, but ranks stealth higher. 6:13
- You can sneak in, or call in a big attack chopper to mow down waves of enemies.
- A gung-ho approach isn't punished, but a sneaky one is rewarded.
- Each mission ends with a score, with points added for accuracy, speed and rescued prisoners.
- Points are deducted for getting spotted or taking damage.
6:51 The risks of scores
Scores are not foolproof, because they can discourage players and leave the real game unseen.
- A harsh grade can sting, and optional scores can hide depth. 7:03
- Players complain about a "crappy grade" after a run in a Platinum game that felt successful.
- A button-basher can finish Bayonetta without ever trying the full combo list, chains or dodge offset.
- Scores are completely optional, so some players will never see the real experience.
- Assault Android Cactus is offered as a game that goes some way to solve both problems.
7:37 Assault Android Cactus: a hidden second game
Cactus uses scoring for extra challenge while keeping the core game fun for everyone.
- Chains of quick kills turn the score into a different way to play. 7:58
- Killing every enemy is enough to win and reach the end.
- A chain multiplies points up to 10 times, and chaining every enemy in a stage earns an S+ rank.
- Keeping the chain means playing more aggressively, prioritising enemies and using the special weapon carefully.
- Red enemies take more than two seconds to kill with the standard weapon, so they need careful handling.
- The battery mechanic makes beginner and veteran play feel alike. 8:58
- New players frantically kill enemies for batteries, and veterans do it to keep the chain going.
- Both feel a high intensity panic, one at the edge of failure and the other at the edge of ruining a perfect run.
- Pro Mode stays hidden until players prove their worth. 9:27
- It unlocks only after chaining every enemy in a single level.
- Its S+ medal appears on screen and falls apart as soon as the chain breaks.
- Hiding it stops beginners being demoralised by poor medals early on.
10:14 Scores in modern design
Used carefully, scores still give designers real benefits, even if they don't fit every game.
- The thrill of chasing high scores is alive in modern games. 10:19
- Scores might not fit into every game, but careful use brings real benefits.
- The era of writing rude words into coin-op leaderboards is long past.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Scores can still earn a place in modern games when layered on top of a completable design, because they add depth, difficulty and a push toward the intended way to play. Assault Android Cactus is the example worth watching, since it hides its score-driven Pro Mode until players prove themselves and keeps its core panic the same for novices and veterans.
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