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Score, or a scoring system, is perhaps the most commonly used goal metric in games. The act of scoring is quantifying players actions in a cumulative fashion. Not necessarily all actions are awarded a value and many times different valued actions can be awarded different scores based on things such as difficulty to perform

Score is also commonly used to determine winning and losing conditions in games. In particular, this is seen when it is used in games that have teams or opposing sides. For example, most sports games determine the winner of a confrontation on the basis of which team achieved the highest score. It doesnt make any difference what that score was, just the fact that it was higher than the opponents.


Strong Examples

Super Mario Bros.

In Super Mario Bros., the player is awarded score points for collecting coins, various powerups and defeating enemies. The number of points awarded is different for each of these.


In Tetris, the players score increases whenever a horizontal line is formed. If more than one line is created simultaneously, the player is awarded additional points.

Warcraft III

In Warcraft III [Blizzard Entertainment, 2002] after each campaign level, skirmish, or multiplayer death match, a score window is shown, displaying the numerical values of aspects of the match, such as units lost, enemy units destroyed, enemy buildings destoyed, etc.

Sonic the Hedgehog

In Sonic, the player is awarded points for defeating enemies and collecting rings throughout the level. The player is also rewarded for completing the level in a short time. At the end of each level the score points are tallied and if the player has a high score, they will be rewarded with a continue or an extra life.

Game Ontology Relations