Points Indicator

From gameontology
Revision as of 21:06, 18 December 2008 by Jp (Talk) (8 revision(s))

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

In games that measure players' success by a score metric (or which encourage score-driven competition between players), the game often provides an indicator reflecting the player's present score in the game. This indicator tends to reflect a player's total score, but can be implemented such that it subdivides score by level or episode.

Strong Example

Ikaruga

Ikaruga [Iuchi, 2003] places a high priority on scoring as many points as possible, providing special rules that reward players with a higher score for eliminating enemies in specific combinations. As much of the game's activity is devoted to accumulating a maximum number of points, the game provides a score indicator at the top of the screen which players can consult to track their progress.

Team Fortress Classic

In Team Fortress Classic [Valve Corporation, 1999], any player can view the points indicator by pressing the tab button (by default), which displays teams, their points, their respective players, and their respective kill/death ratio. Points are an important aspect of Team Fortress Classic, as it provides meaning and goals for its players.

Weak Examples

Super Mario World

Super Mario World [Nintendo, 1991(US)] has a score count displayed at the top of the screen. Each player has one and it can be increased by defeating enemies, collecting ingame items, such as mushrooms and coins, and by clearing levels. This is a weak example because there is absolutely no benefit for having a high score. Furthermore, the score resets every time the console is turned off.


Part-Of


References

Iuchi, H. (2003). Ikaruga. Infogrames, gamecube edition.

Nintendo, (1991). Super Mario World. SNES edition.