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June 08, 2012

Comments

Cy

It seems like the best way to match the scoring to the actual learning curve. If people get to 90% accuracy pretty quick, you want a scoring system where the spread between 89% accuracy and 91% accuracy is larger and more consistent than 2%. If it's linear, your skill level gets lost in the noise and it's harder to get a sense of your progress.

Greg

Chain multipliers are pure Skinner-box reinforcement; it's exciting to rack up the score. Tomo is right. And who cares that it "increases the division between good and bad players"? How many people really care?

Your point about wargames is more salient. Positive-reinforcement games, where production resources grow with conquest, are a problem, because the end-game becomes boring; it's clear who's going to win, the rest is mopping up. Note, however, that most classic wargames are NOT this way; they're negative sum games, in which my victory over you also causes me some casualties. Consider the Eastern Front; the Germans romp at first, but get worn down, and eventually get trounced by the Russians, who have more manpower resources, and eventually learn the ropes of armored warfare and start out-producing the Germans.

Positive reinforcement in scoring can increase player excitement; positive reinforcement in capability almost needs to be counterbalanced by some negative reinforcement loop, or you wind up with a tedious end-game.

Grilljanne

I think that both have their place. Positive feedback loops in a competitive game amplifies differences in skill. In a game with only PFLs, the most skillful (or lucky) player will usually win, and do it quickly. In a game with only NFL, the risk of a stalemate is very high.

In addition, I think that games with lots of NFL have a problem with that actions in the early game are meaningless. In Mario Kart, only the last half of the final lap really matters. While games with PFL have the opposite problem (late-game is already decided), players can surrender. No one plays a Starcraft game to its actual end.

Basically, both positive and negative feedback loops have the same problems, only opposite. Both are present in most games, so I guess the challenge is balancing them and applying them in the correct situation.

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Jamie's Bragging Rights

  • Spider-Man 2
    Top five games of all time Yahtzee Croshaw
    Top five superhero games of all time MSNBC
    Top 100 PS2 games of all time Official Playstation 2 Magazine
    1001 Games You Must Play Before You Die Nomination for Excellence in Gameplay Engineering Academy of Interactive Arts & Sciences
  • Schizoid
    Penny Arcade PAX 10 Award
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    Nominated for XBLA Best Co-Op Game

The Games

  • Energy Hook
    3D grappling-and-swinging-and-running-on-walls-and-doing-tricks ... with a jetpack ... for style! Crowd-funding campaign IN PROGRESS!
  • sixty second shooter
    Playstation Mobile Game Of The Year Gold
    Deluxe version on PlayStation Vita! Free original version on Google Chrome. Just what it says on the tin: a dual-stick shooter with a sixty second time limit. You'll be surprised how fun that is.