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	<title>Comments on: Cacodemon&#8217;s Score Mechanisms</title>
	<atom:link href="http://www.kloonigames.com/blog/general/cacos_score_mechanisms/feed" rel="self" type="application/rss+xml" />
	<link>http://www.kloonigames.com/blog/general/cacos_score_mechanisms</link>
	<description>Monthly Experimental Games</description>
	<pubDate>Thu, 28 Aug 2008 05:18:14 +0000</pubDate>
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		<title>By: Chris Moore</title>
		<link>http://www.kloonigames.com/blog/general/cacos_score_mechanisms#comment-11680</link>
		<dc:creator>Chris Moore</dc:creator>
		<pubDate>Fri, 18 Apr 2008 00:21:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=31#comment-11680</guid>
		<description>By the way - wouldn't it make more sense to have 9 lives?  That's what cats are said to have.</description>
		<content:encoded><![CDATA[<p>By the way - wouldn&#8217;t it make more sense to have 9 lives?  That&#8217;s what cats are said to have.</p>
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		<title>By: Chris Moore</title>
		<link>http://www.kloonigames.com/blog/general/cacos_score_mechanisms#comment-11679</link>
		<dc:creator>Chris Moore</dc:creator>
		<pubDate>Fri, 18 Apr 2008 00:20:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=31#comment-11679</guid>
		<description>Playing test3 (with the multiplier) I've found it quite fun to try to minimise my score, while still cooking all 10 kittens.  It makes for a different style of play entirely, trying not to damage the delicate kitten meat by spinning it too fast, or hitting it against the walls too hard.  I guess the lowest possible score is slightly over (1 + 2 + ... + 10) * 500 = 55*500 = 27,500, but the lowest I've managed so far is 107,450 due to some huge bonus on cooking the last kitten.</description>
		<content:encoded><![CDATA[<p>Playing test3 (with the multiplier) I&#8217;ve found it quite fun to try to minimise my score, while still cooking all 10 kittens.  It makes for a different style of play entirely, trying not to damage the delicate kitten meat by spinning it too fast, or hitting it against the walls too hard.  I guess the lowest possible score is slightly over (1 + 2 + &#8230; + 10) * 500 = 55*500 = 27,500, but the lowest I&#8217;ve managed so far is 107,450 due to some huge bonus on cooking the last kitten.</p>
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		<title>By: Chris Moore</title>
		<link>http://www.kloonigames.com/blog/general/cacos_score_mechanisms#comment-11413</link>
		<dc:creator>Chris Moore</dc:creator>
		<pubDate>Tue, 15 Apr 2008 21:22:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=31#comment-11413</guid>
		<description>I'm not sure about the multiplier system (test3).  Withholding points until I put the kitten into the oven may seem harsh, but it only punishes me by taking away the points I would have made on that one kitten.  The multiplier system, on the other hand, takes away the whole multiplier.  So when I'm on the 7th kitten, with a multiplier of 7, I'm not going to be taking any risks.  I'm going to stick that kitten in the oven as soon as I can, rather than enjoying taking him for a spin first, because otherwise I lose my multiplier!

Interestingly, while I was struggling to reach 100k in test1, my first play of test3 I scored 1.9 million.  I think this was a result of the punishment being so much stronger in test3 - strong enough that I didn't want to incur it, and so minimised my spinning, whereas in test1 I generally kept spinning until I lost the kitten (scoring 0 on most kittens).</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure about the multiplier system (test3).  Withholding points until I put the kitten into the oven may seem harsh, but it only punishes me by taking away the points I would have made on that one kitten.  The multiplier system, on the other hand, takes away the whole multiplier.  So when I&#8217;m on the 7th kitten, with a multiplier of 7, I&#8217;m not going to be taking any risks.  I&#8217;m going to stick that kitten in the oven as soon as I can, rather than enjoying taking him for a spin first, because otherwise I lose my multiplier!</p>
<p>Interestingly, while I was struggling to reach 100k in test1, my first play of test3 I scored 1.9 million.  I think this was a result of the punishment being so much stronger in test3 - strong enough that I didn&#8217;t want to incur it, and so minimised my spinning, whereas in test1 I generally kept spinning until I lost the kitten (scoring 0 on most kittens).</p>
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		<title>By: petri.purho</title>
		<link>http://www.kloonigames.com/blog/general/cacos_score_mechanisms#comment-990</link>
		<dc:creator>petri.purho</dc:creator>
		<pubDate>Sun, 04 Feb 2007 21:44:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=31#comment-990</guid>
		<description>@Wunderbear: That's not a bad idea, that could work. Damn. Too many new scoring mechanism ideas. I really can't ever get over the cacodemons scoring mechanism.

Only problem I see (this is pure speculation) is that there is no real punishment for dropping a kitten. So what you'd do is spin a kitten until your happy with the score and then throw it into the oven. If you fucked up, then you just start again. But this is pure theory talk. I should try it out and see how it works.</description>
		<content:encoded><![CDATA[<p>@Wunderbear: That&#8217;s not a bad idea, that could work. Damn. Too many new scoring mechanism ideas. I really can&#8217;t ever get over the cacodemons scoring mechanism.</p>
<p>Only problem I see (this is pure speculation) is that there is no real punishment for dropping a kitten. So what you&#8217;d do is spin a kitten until your happy with the score and then throw it into the oven. If you fucked up, then you just start again. But this is pure theory talk. I should try it out and see how it works.</p>
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		<title>By: Wunderbear</title>
		<link>http://www.kloonigames.com/blog/general/cacos_score_mechanisms#comment-989</link>
		<dc:creator>Wunderbear</dc:creator>
		<pubDate>Sun, 04 Feb 2007 12:49:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=31#comment-989</guid>
		<description>Hi there! I like this game (and Pluto Strikes back) very much, they're very nifty!

However, I do think that the scoring system could be rejigged. Reading Jason's post, about the not losing kitties if you put them in the oven, gave me an idea for a better scoring system. What about:

If you manage to spin the kitty and then put it in the oven, you get all the points, but dropping it means you don't get any points from the spinning. So the Punisher scoring system. BUT:
If you do drop a kitty into the fires of hell and not the oven, you don't get the points BUT you also don't lose that kitty. So you decrease the number of kitties by putting them in the oven.

Would that work?</description>
		<content:encoded><![CDATA[<p>Hi there! I like this game (and Pluto Strikes back) very much, they&#8217;re very nifty!</p>
<p>However, I do think that the scoring system could be rejigged. Reading Jason&#8217;s post, about the not losing kitties if you put them in the oven, gave me an idea for a better scoring system. What about:</p>
<p>If you manage to spin the kitty and then put it in the oven, you get all the points, but dropping it means you don&#8217;t get any points from the spinning. So the Punisher scoring system. BUT:<br />
If you do drop a kitty into the fires of hell and not the oven, you don&#8217;t get the points BUT you also don&#8217;t lose that kitty. So you decrease the number of kitties by putting them in the oven.</p>
<p>Would that work?</p>
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		<title>By: petri.purho</title>
		<link>http://www.kloonigames.com/blog/general/cacos_score_mechanisms#comment-988</link>
		<dc:creator>petri.purho</dc:creator>
		<pubDate>Sun, 04 Feb 2007 00:02:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=31#comment-988</guid>
		<description>@Aubrey: I agree with you that there are differences in how closely scoring systems are linked to the core gameplay mechanism. Some score systems are just slapped on top of the game (Gabriel Knight - Sins of Our Fathers for example has a score) and others (like Carmageddon) really require the scoring mechanisms to be enjoyable games. But still I feel that the scoring system is always there to flesh out the core gameplay. It never exists as the sole purpouse of the game.

Never the less, scoring system has very huge effect on how fun the game is. Or at least it has a huge effect, if you compare it to how little a crappy non existing story affects on how fun the game is.

I really liked your FPS mod. I think could work pretty well.</description>
		<content:encoded><![CDATA[<p>@Aubrey: I agree with you that there are differences in how closely scoring systems are linked to the core gameplay mechanism. Some score systems are just slapped on top of the game (Gabriel Knight - Sins of Our Fathers for example has a score) and others (like Carmageddon) really require the scoring mechanisms to be enjoyable games. But still I feel that the scoring system is always there to flesh out the core gameplay. It never exists as the sole purpouse of the game.</p>
<p>Never the less, scoring system has very huge effect on how fun the game is. Or at least it has a huge effect, if you compare it to how little a crappy non existing story affects on how fun the game is.</p>
<p>I really liked your FPS mod. I think could work pretty well.</p>
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		<title>By: Aubrey</title>
		<link>http://www.kloonigames.com/blog/general/cacos_score_mechanisms#comment-987</link>
		<dc:creator>Aubrey</dc:creator>
		<pubDate>Sat, 03 Feb 2007 12:58:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=31#comment-987</guid>
		<description>"I agree with Danc of Lost Garden that score mechanism are a meta game mechanics that’s layered on top of the core game mechanism"

Well, some score systems are abstracted (like Tony Hawks) and others are closer to natural instantiations (number of pikmins in your pikmin army). It seems to me that scores are linked to core gameplay with different "tightness". So, some games naturally express what's "good" better than others, which have more of an "umpire" sitting back, interpreting the skill of natural play in a deterministic way. Yeah. I don't disagree, but I think it's a little less sharply cut than that.

But scoring systems, I love. I love chains and multipliers and rewarding people based on the skill demonstrated in an indiscrete action (like, rewarding a sniper shot based on range, relative velocity, aim's rotational velocity [for snap shots] etc, rather than just a fixed point value). Love 'em. I think I love them because when they're done well, they really recognize a player's ability, and encourage them to plunge into the depths of the possibilities. It makes a player feel like their expression is being noticed - it's a kind of narcissism.

Crap, I really have to do a FPS mod one of these days, which has a tony hawks style appraisal of combat skills.</description>
		<content:encoded><![CDATA[<p>&#8220;I agree with Danc of Lost Garden that score mechanism are a meta game mechanics that’s layered on top of the core game mechanism&#8221;</p>
<p>Well, some score systems are abstracted (like Tony Hawks) and others are closer to natural instantiations (number of pikmins in your pikmin army). It seems to me that scores are linked to core gameplay with different &#8220;tightness&#8221;. So, some games naturally express what&#8217;s &#8220;good&#8221; better than others, which have more of an &#8220;umpire&#8221; sitting back, interpreting the skill of natural play in a deterministic way. Yeah. I don&#8217;t disagree, but I think it&#8217;s a little less sharply cut than that.</p>
<p>But scoring systems, I love. I love chains and multipliers and rewarding people based on the skill demonstrated in an indiscrete action (like, rewarding a sniper shot based on range, relative velocity, aim&#8217;s rotational velocity [for snap shots] etc, rather than just a fixed point value). Love &#8216;em. I think I love them because when they&#8217;re done well, they really recognize a player&#8217;s ability, and encourage them to plunge into the depths of the possibilities. It makes a player feel like their expression is being noticed - it&#8217;s a kind of narcissism.</p>
<p>Crap, I really have to do a FPS mod one of these days, which has a tony hawks style appraisal of combat skills.</p>
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		<title>By: petri.purho</title>
		<link>http://www.kloonigames.com/blog/general/cacos_score_mechanisms#comment-986</link>
		<dc:creator>petri.purho</dc:creator>
		<pubDate>Sat, 03 Feb 2007 00:03:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=31#comment-986</guid>
		<description>@Jason: That was my original plan for the kitten count, but I felt that it makes the player play the game too carefully. Just a quick spin and then into the oven.

On the other hand I should really test it with an exponential per kitten scoring system. That could work because it would add a nice risk to the game. To get a good score you'd have to risk it all and spin and bang the kittens around.

The score mechanisms of cacodemon have really turned into an obsession for me. Thanks for feeding my obsession with new ideas :)</description>
		<content:encoded><![CDATA[<p>@Jason: That was my original plan for the kitten count, but I felt that it makes the player play the game too carefully. Just a quick spin and then into the oven.</p>
<p>On the other hand I should really test it with an exponential per kitten scoring system. That could work because it would add a nice risk to the game. To get a good score you&#8217;d have to risk it all and spin and bang the kittens around.</p>
<p>The score mechanisms of cacodemon have really turned into an obsession for me. Thanks for feeding my obsession with new ideas <img src='http://www.kloonigames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
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		<title>By: Jason Kruta</title>
		<link>http://www.kloonigames.com/blog/general/cacos_score_mechanisms#comment-985</link>
		<dc:creator>Jason Kruta</dc:creator>
		<pubDate>Sun, 28 Jan 2007 05:47:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=31#comment-985</guid>
		<description>The best way to encourage putting kitties in the oven is this:

You only lose kittens if you drop them. If you put one in the oven, the amount of kitties left stays the same.

I'd enjoy this because it would extend the potential length of a game ^^</description>
		<content:encoded><![CDATA[<p>The best way to encourage putting kitties in the oven is this:</p>
<p>You only lose kittens if you drop them. If you put one in the oven, the amount of kitties left stays the same.</p>
<p>I&#8217;d enjoy this because it would extend the potential length of a game ^^</p>
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		<title>By: petri.purho</title>
		<link>http://www.kloonigames.com/blog/general/cacos_score_mechanisms#comment-984</link>
		<dc:creator>petri.purho</dc:creator>
		<pubDate>Wed, 24 Jan 2007 15:38:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.kloonigames.com/blog/?p=31#comment-984</guid>
		<description>@weasel: Thanks for the complete gaming analysis :)

I agree with you, that the game requires a high score table. And it's coming soon, but right now I'm developing the new game that I'll be released in few days :) After I got that done I'll try to crack out the new version of Cacodemon.

That's an interesting point that you brought up. I actually don't know how to fix it. The divide points by the hits made, could work, but the problem is that you really don't know how many times the player has hit a wall until the kitten is killed. And to reduce or divide the points the player has made at that point is a bit anti climatic.

But then again I think that a careful player might be allowed to have his points if he has the patience to work that long hours.</description>
		<content:encoded><![CDATA[<p>@weasel: Thanks for the complete gaming analysis <img src='http://www.kloonigames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
I agree with you, that the game requires a high score table. And it&#8217;s coming soon, but right now I&#8217;m developing the new game that I&#8217;ll be released in few days <img src='http://www.kloonigames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> After I got that done I&#8217;ll try to crack out the new version of Cacodemon.</p>
<p>That&#8217;s an interesting point that you brought up. I actually don&#8217;t know how to fix it. The divide points by the hits made, could work, but the problem is that you really don&#8217;t know how many times the player has hit a wall until the kitten is killed. And to reduce or divide the points the player has made at that point is a bit anti climatic.</p>
<p>But then again I think that a careful player might be allowed to have his points if he has the patience to work that long hours.</p>
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