CaddieOpen in CaddieDownload for Mac

Are Score Systems Still Relevant?

Shared by Caddie Library · Updated
Game Maker's Toolkit10:53Open on YouTube
Chapters show their main points

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

A score lets players pick their own challenge
Difficulty menuFixed targetScore layer
When you chooseBefore playingSet by designerWhile playing
What passesFinishing on chosen levele.g. <200 gold, <60 cyclesAny working run
Who sets the barPlayer, blindDesignerPlayer, with context
Weaker playerPicked wrong levelStuck until optimisedFinishes, can return
Thumper and Opus Magnum let anyone finish, then reward whatever skill you bring.

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

Scoring rules steer players toward the intended play
Neither game forbids other styles; they just pay more for the designed one.

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 hides a second game behind unbroken chains
Pro Mode only appears once you've proven you can chain a whole level, so newcomers never see harsh grades early.

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.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript180 lines
0:02

In the earliest days of gaming, it was all about the high score. Arcade classics like Pac-Man and Donkey Kong couldn’t be finished because they just looped around forever - and so the challenge was to see how high of a score you could rack up before you finally screwed up and got a game over. Beating your personal best provided a goal to strive for. And once Space Invaders introduced the concept of saving high scores, they also provided competition, as nearby players could jostle for the top spots on the leaderboard.

0:33

But as gaming moved over to home consoles, the focus shifted to titles that could be finished. Games like Mega Man and Castlevania did hold onto scores, for a time, but players were more interested in fighting the end boss, saving the princess, and seeing the end of the story. And as for competition, real time multiplayer became more interesting than leaderboards. The glory days of points, high scores, and personal bests, was over.

0:59

But the question I want to explore in this video, is whether or not this old school relic can still be relevant in modern game design? Is there still a place for high scores in 2018? Well, the answer is obviously: yes. Thanks for watching. See you next time. Because some games straight up emulate arcade game design - like the intense twin-stick shooter Tormenter X Punisher, which simply asks you to survive against infinite waves of demons for as long as possible, and then compare your score with others on an online leaderboard.

1:27

And that’s fun. But unless you’re really good, or have very competitive friends, or just get a bit addicted to chasing your personal best - these endless arcade-like games can have quite limited staying power. So I’m more interested in games that lay retro score systems on top of modern design - and find awesome advantages for doing so. Like, for one, scores can provide an additional level of difficulty. For example, in the anxiety-inducing rhythm nightmare that is Thumper, getting to the end of the stage is one thing - but doing so with a high enough score to earn an S rank is something else entirely, and only for those with serious skills.

2:05

This is cool, because it essentially gives the game multiple levels of difficulty - but avoids all the issues of having a difficulty select screen. You know, like how you have to choose your own level of skill, before you’ve played a second of gameplay, and with no real context for what “hard” actually means in this game. Instead, you just play the game as well as you can, and you’re rewarded for whatever skill level you bring to table.

2:26

I really enjoyed this approach to difficulty in the most recent Zachtronics game, Opus Magnum. The goal of this one is to design bonkers mechanical machines that can automatically turn raw elements into potions, poisons, and other alchemical nonsense. You’re given infinite money, space, and programming lines - so any machine that actually spits out the required product is seen as a success. No matter how inefficient or expensive your creation is, you can finish the level and move on with your life.

2:53

But - and here’s where the scoring system comes in - your machine will be marked in three different criteria. There’s the cost of the components you’ve used, the surface area of your machine, and the number of cycles your creation goes through before completion, which measures the efficiency of your work. Your scores are then displayed on a histogram, that shows you how well you performed compared to the average scores of every other Opus Magnum player in the world.

3:18

And seeing that your machine is hideously below average in cycles is just the kick up the arse you might need to go back in, rethink your approach, put down some more tracks and arms, and see the number of cycles start to drop. What I love about this is how it’s so player driven. It’s up to you whether good enough is good enough, and then it’s down to you how you optimise your machine. Maybe you find it really fun to make small, tightly contained machines.

3:42

Or mechanisms that work with the cheapest parts possible. Or the most efficient machines. Or perhaps something balanced across all three criteria. Zachtronics could have put a strict goal on each level - you know, you must finish this stage in under 200 gold or with fewer than 60 cycles - and some players will need that to push them to play better. But, for me, seeing my crappy performance ranked against the world’s averages was more than enough motivation to get back in there, optimise my awful creations, and challenge myself to be better.

4:11

But a scoring system is not just about making the game more difficult. Because scores can reveal completely new ways to play. In a Platinum brawler like Bayonetta, getting a high score doesn’t just mean making fewer mistakes - it means playing in a fundamentally different way to a novice, button-bashing scrub. Getting Pure Platinum medals means using those complex combos (that novices can ignore). It means fighting quickly to chain together enemies.

4:35

It means using complex moves like the taunt, and dodge offset. Now I don’t really know, or - to be honest - care all that much about the medals in Platinum games. But there is one series where I have totally internalised the scoring system to the point where I could write a dissertation on its design. It’s the Tony Hawks Pro Skater games. So here, most of the goals require a very basic understanding of the game’s moves and mechanics.

5:01

You don’t need to know how to do a variable heel-flip to knock a foreman into water, after all. Or at least I hope that’s water. But if you want to go for a high score - then you’ll suddenly need to use the full skateboarding system on offer. You’ll need to chain together multiple moves - using the revert and manual to keep your combo going across the level - to gain a score multiplier that massively boosts your points.

5:21

You’ll need to use lots of different tricks, because you’ll get fewer and fewer points every time you repeat the same move. You might want to add in spins and stance switches, because they give you more points, too. And you’ll want to move around the level, because special gaps between bits of the stage offer big point bonuses. Basically, to get a high score in Tony Hawks, you need to fully understand every part of the trick system - and approach the game in a different way to those who are playing more casually.

5:46

And then - here’s the cheeky bit - when you’re ready to go for high score, you’ll actually find yourself playing the game in the way the designers intended. Because the things you’re given points for actually encourage you to play Tony Hawks in the most interesting way. The degrading points on repeated moves makes you play with more variety. The bonuses for racking up combos puts you at higher and higher risk of bailing.

6:07

And the use of gaps pushes you to move around the level. Because scores can encourage you to see the intended experience. In a game like Metal Gear Solid V, you can play the game in pretty much any way you like - from being a sneaky, stealthy snake in the grass - to simply calling in a big attack chopper to mow down waves of enemies. It’s up to you how you play, and the game doesn’t do much to force you to act in any specific way.

6:28

But if you’re interested in getting high rankings, then you might want to shift the way you approach things. After every mission, you’re given a score - with points added for accuracy, speedy gameplay, and rescuing prisoners - but points deducted for getting spotted or taking damage. This means that you’re not exactly punished for playing in a gung-ho, Rambo-kinda way - but you are rewarded for being more sneaky and Snake-like.

6:51

So scores are not just a relic of the arcade era. And not just for nostalgic games that try to capture that coin-op feel. They can jive with modern design for all sorts of advantages. But they’re not foolproof. Many players have complained about feeling discouraged when - at the end of a seemingly successful run through a level in a Platinum game, they’re slapped down with a crappy grade. Oof, that doesn’t feel very good.

7:14

And because scores are completely optional, there is the risk that some will never see the real experience. If you can button bash your way to the end of Bayonetta, plenty of players will see no reason to explore the full combo list, keep chains going, or use that dodge offset. But there is a game that goes some way to solve these two issues: the cheeky, twin-stick shooter Assault Android Cactus. So in this game, it’s totally possible to progress through the game simply by killing all of the enemies in each level.

7:43

That’s classified as a win, and it’s enough to get you to the end of the game. But you can also aim to win enough points to finish the stage with a higher rank. This is done through completing the level more quickly, avoiding getting knocked down, and - most importantly of all - killing enemies in quick succession. You see, every time you kill an enemy you start a chain - and if you can kill another within a couple seconds, you’ll keep the chain going.

8:04

A big chain will multiply the score you receive for killing enemies- up to 10 times the number of points, for a chain of 10 or more foes. And if you chain together every single enemy in the stage, you’ll go one step further and earn an S+ rank. Keeping that chain going is a tricky challenge. You’ll need to play much more aggressively, prioritise enemies, and think more carefully about using your special weapon. And these red enemies - who generally take more than two seconds to kill with your standard weapon - need to be dealt with carefully to keep your chain going.

8:35

So this means that Assault Android Cactus uses its scoring system to give players an additional level of challenge, a fundamentally different way to play, and a way to experience the game at its absolute best. But developer Witch Beam did a couple clever things to skip the most major downsides of scoring systems. For one, the designers ensured that the core experience was available at every level of play - not just for those who dived into high scores.

8:58

You see, the game has a cool death mechanic where you’re always running out of battery and must constantly top up your juice by killing enemies and picking up dropped power cells. And so this means that the new player experience - of frantically killing enemies to pick up batteries - neatly mirrors the veteran experience - of frantically killing enemies to keep your score chain going. Both put you in a high intensity panic, where every split second of gameplay counts.

9:21

It’s just one is on the razor’s edge of failure, and the other is on the edge of ruining a perfect run. And then, while scores do show up at the end of levels, just like Bayonetta, the special Pro Mode - where an S+ medal appears on the screen, and then falls apart as soon as you break your chain - only unlocks after you chain together all the enemies in a single level. Until you get there yourself, you might never know that this extra mode exists.

9:45

Hiding this away until players prove their worth is a neat way to stop players becoming demoralised when they’re hit with crappy medals at the very start of their experience. So through this design, Assault Android Cactus ends up being a game that is accessible and thrilling for new players - but also hides a secret second game for those who really want to prove their skill. And you don’t even need to change difficulty modes - you just need to play differently and better, than everyone else.

10:11

CACTUS: Oh no problem. I do that kind of thing all the time. So scores might not fit into every game in 2018 - but when used carefully, they can provide real benefits for game designers. We may be long past the days of writing rude words into coin-op leaderboards, but the thrill of chasing down high scores is still alive and well in modern game design. Hey! Thanks for watching! If you hadn’t noticed, I’ve started recommending cool YouTube videos during this end screen so go check them out for more interesting content.

10:41

Patrons get a lot more recommendations every month in their reading list. And it’s those Patrons who keep GMTK alive, free, and without adverts all over the videos! Cheers!