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Are Score Systems Still Relevant? | Game Maker's Toolkit

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    In the earliest days of gaming, it was all
    about the high score.
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    Arcade classics like Pac-Man and Donkey Kong
    couldn’t be finished because they just looped
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    around forever - and so the challenge was
    to see how high of a score you could rack
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    up before you finally screwed up and got a
    game over.
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    Beating your personal best provided a goal
    to strive for.
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    And once Space Invaders introduced the concept
    of saving high scores, they also provided
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    competition, as nearby players could jostle
    for the top spots on the leaderboard.
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    But as gaming moved over to home consoles,
    the focus shifted to titles that could be
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    finished.
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    Games like Mega Man and Castlevania did hold
    onto scores, for a time, but players were
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    more interested in fighting the end boss,
    saving the princess, and seeing the end of
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    the story.
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    And as for competition, real time multiplayer
    became more interesting than leaderboards.
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    The glory days of points, high scores, and
    personal bests, was over.
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    But the question I want to explore in this
    video, is whether or not this old school relic
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    can still be relevant in modern game design?
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    Is there still a place for high scores in
    2018?
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    Well, the answer is obviously: yes.
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    Thanks for watching.
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    See you next time.
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    Because some games straight up emulate arcade
    game design - like the intense twin-stick
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    shooter Tormenter X Punisher, which simply
    asks you to survive against infinite waves
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    of demons for as long as possible, and then
    compare your score with others on an online
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    leaderboard.
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    And that’s fun.
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    But unless you’re really good, or have very
    competitive friends, or just get a bit addicted
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    to chasing your personal best - these endless
    arcade-like games can have quite limited staying power.
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    So I’m more interested in games that lay
    retro score systems on top of modern design
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    - and find awesome advantages for doing so.
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    Like, for one, scores can provide an additional
    level of difficulty.
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    For example, in the anxiety-inducing rhythm
    nightmare that is Thumper, getting to the
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    end of the stage is one thing - but doing
    so with a high enough score to earn an S rank
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    is something else entirely, and only for those
    with serious skills.
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    This is cool, because it essentially gives
    the game multiple levels of difficulty - but
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    avoids all the issues of having a difficulty
    select screen.
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    You know, like how you have to choose your
    own level of skill, before you’ve played
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    a second of gameplay, and with no real context
    for what “hard” actually means in this game.
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    Instead, you just play the game as well as
    you can, and you’re rewarded for whatever
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    skill level you bring to table.
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    I really enjoyed this approach to difficulty
    in the most recent Zachtronics game, Opus Magnum.
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    The goal of this one is to design bonkers
    mechanical machines that can automatically
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    turn raw elements into potions, poisons, and
    other alchemical nonsense.
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    You’re given infinite money, space, and
    programming lines - so any machine that actually
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    spits out the required product is seen as
    a success.
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    No matter how inefficient or expensive your
    creation is, you can finish the level and
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    move on with your life.
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    But - and here’s where the scoring system
    comes in - your machine will be marked in
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    three different criteria.
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    There’s the cost of the components you’ve
    used, the surface area of your machine, and
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    the number of cycles your creation goes through
    before completion, which measures the efficiency
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    of your work.
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    Your scores are then displayed on a histogram,
    that shows you how well you performed compared
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    to the average scores of every other Opus
    Magnum player in the world.
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    And seeing that your machine is hideously
    below average in cycles is just the kick up
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    the arse you might need to go back in, rethink
    your approach, put down some more tracks and
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    arms, and see the number of cycles start to
    drop.
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    What I love about this is how it’s so player
    driven.
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    It’s up to you whether good enough is good
    enough, and then it’s down to you how you
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    optimise your machine.
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    Maybe you find it really fun to make small,
    tightly contained machines.
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    Or mechanisms that work with the cheapest
    parts possible.
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    Or the most efficient machines.
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    Or perhaps something balanced across all three
    criteria.
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    Zachtronics could have put a strict goal on
    each level - you know, you must finish this
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    stage in under 200 gold or with fewer than
    60 cycles - and some players will need that
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    to push them to play better.
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    But, for me, seeing my crappy performance
    ranked against the world’s averages was
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    more than enough motivation to get back in
    there, optimise my awful creations, and challenge
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    myself to be better.
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    But a scoring system is not just about making
    the game more difficult.
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    Because scores can reveal completely new ways
    to play.
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    In a Platinum brawler like Bayonetta, getting
    a high score doesn’t just mean making fewer
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    mistakes - it means playing in a fundamentally
    different way to a novice, button-bashing scrub.
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    Getting Pure Platinum medals means using those
    complex combos (that novices can ignore).
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    It means fighting quickly to chain together
    enemies.
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    It means using complex moves like the taunt,
    and dodge offset.
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    Now I don’t really know, or - to be honest
    - care all that much about the medals in Platinum games.
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    But there is one series where I have totally
    internalised the scoring system to the point
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    where I could write a dissertation on its
    design.
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    It’s the Tony Hawks Pro Skater games.
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    So here, most of the goals require a very
    basic understanding of the game’s moves
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    and mechanics.
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    You don’t need to know how to do a variable
    heel-flip to knock a foreman into water, after all.
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    Or at least I hope that’s water.
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    But if you want to go for a high score - then
    you’ll suddenly need to use the full skateboarding
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    system on offer.
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    You’ll need to chain together multiple moves
    - using the revert and manual to keep your
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    combo going across the level - to gain a score
    multiplier that massively boosts your points.
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    You’ll need to use lots of different tricks,
    because you’ll get fewer and fewer points every time
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    you repeat the same move.
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    You might want to add in spins and stance
    switches, because they give you more points, too.
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    And you’ll want to move around the level,
    because special gaps between bits of the stage
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    offer big point bonuses.
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    Basically, to get a high score in Tony Hawks,
    you need to fully understand every part of
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    the trick system - and approach the game in
    a different way to those who are playing more casually.
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    And then - here’s the cheeky bit - when
    you’re ready to go for high score, you’ll
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    actually find yourself playing the game in
    the way the designers intended.
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    Because the things you’re given points for
    actually encourage you to play Tony Hawks
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    in the most interesting way.
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    The degrading points on repeated moves makes
    you play with more variety.
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    The bonuses for racking up combos puts you
    at higher and higher risk of bailing.
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    And the use of gaps pushes you to move around
    the level.
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    Because scores can encourage you to see the
    intended experience.
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    In a game like Metal Gear Solid V, you can
    play the game in pretty much any way you like
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    - from being a sneaky, stealthy snake in the
    grass - to simply calling in a big attack
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    chopper to mow down waves of enemies.
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    It’s up to you how you play, and the game
    doesn’t do much to force you to act in any
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    specific way.
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    But if you’re interested in getting high
    rankings, then you might want to shift the
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    way you approach things.
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    After every mission, you’re given
    a score - with points added for accuracy,
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    speedy gameplay, and rescuing prisoners - but
    points deducted for getting spotted or taking damage.
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    This means that you’re not exactly punished
    for playing in a gung-ho, Rambo-kinda way
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    - but you are rewarded for being more sneaky
    and Snake-like.
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    So scores are not just a relic of the arcade
    era.
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    And not just for nostalgic games that try
    to capture that coin-op feel.
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    They can jive with modern design for all sorts
    of advantages.
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    But they’re not foolproof.
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    Many players have complained about feeling
    discouraged when - at the end of a seemingly
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    successful run through a level in a Platinum
    game, they’re slapped down with a crappy grade.
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    Oof, that doesn’t feel very good.
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    And because scores are completely optional,
    there is the risk that some will never see
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    the real experience.
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    If you can button bash your way to the end
    of Bayonetta, plenty of players will see no
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    reason to explore the full combo list, keep
    chains going, or use that dodge offset.
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    But there is a game that goes some way to
    solve these two issues: the cheeky, twin-stick
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    shooter Assault Android Cactus.
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    So in this game, it’s totally possible to
    progress through the game simply by killing
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    all of the enemies in each level.
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    That’s classified as a win, and it’s enough
    to get you to the end of the game.
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    But you can also aim to win enough points
    to finish the stage with a higher rank.
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    This is done through completing the level
    more quickly, avoiding getting knocked down,
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    and - most importantly of all - killing enemies
    in quick succession.
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    You see, every time you kill an enemy you
    start a chain - and if you can kill another
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    within a couple seconds, you’ll keep the
    chain going.
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    A big chain will multiply the score you receive
    for killing enemies- up to 10 times the number
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    of points, for a chain of 10 or more foes.
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    And if you chain together every single enemy
    in the stage, you’ll go one step further
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    and earn an S+ rank.
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    Keeping that chain going is a tricky challenge.
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    You’ll need to play much more aggressively,
    prioritise enemies, and think more carefully
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    about using your special weapon.
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    And these red enemies - who generally take
    more than two seconds to kill with your standard
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    weapon - need to be dealt with carefully to
    keep your chain going.
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    So this means that Assault Android Cactus
    uses its scoring system to give players an
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    additional level of challenge, a fundamentally
    different way to play, and a way to experience
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    the game at its absolute best.
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    But developer Witch Beam did a couple clever
    things to skip the most major downsides of
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    scoring systems.
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    For one, the designers ensured that the core
    experience was available at every level of
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    play - not just for those who dived into high
    scores.
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    You see, the game has a cool death mechanic
    where you’re always running out of battery
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    and must constantly top up your juice by killing
    enemies and picking up dropped power cells.
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    And so this means that the new player experience
    - of frantically killing enemies to pick up
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    batteries - neatly mirrors the veteran experience
    - of frantically killing enemies to keep your
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    score chain going.
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    Both put you in a high intensity panic, where
    every split second of gameplay counts.
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    It’s just one is on the razor’s edge of
    failure, and the other is on the edge of ruining
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    a perfect run.
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    And then, while scores do show up at the end
    of levels, just like Bayonetta, the special
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    Pro Mode - where an S+ medal appears on the
    screen, and then falls apart as soon as you
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    break your chain - only unlocks after you
    chain together all the enemies in a single level.
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    Until you get there yourself, you might never
    know that this extra mode exists.
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    Hiding this away until players prove their
    worth is a neat way to stop players becoming
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    demoralised when they’re hit with crappy
    medals at the very start of their experience.
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    So through this design, Assault Android Cactus
    ends up being a game that is accessible and
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    thrilling for new players - but also hides
    a secret second game for those who really
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    want to prove their skill.
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    And you don’t even need to change difficulty
    modes - you just need to play differently
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    and better, than everyone else.
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    CACTUS: Oh no problem. I do that kind of thing all the time.
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    So scores might not fit into every game in 2018
    - but when used carefully, they can provide
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    real benefits for game designers.
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    We may be long past the days of writing rude
    words into coin-op leaderboards, but the thrill
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    of chasing down high scores is still alive
    and well in modern game design.
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    Hey! Thanks for watching!
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    If you hadn’t noticed, I’ve started recommending
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    so go check them out for more interesting
    content.
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Title:
Are Score Systems Still Relevant? | Game Maker's Toolkit
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Video Language:
English
Duration:
10:53

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