Hi, I'm a game dev interested in all sorts of action games but primarily shmups and beat 'em ups right now.

Working on Armed Decobot, beat 'em up/shmup hybrid atm. Was the game designer on Gunvein & Mechanical Star Astra (on hold).

This is my blog, a low-stakes space where I can sort out messy thoughts without worrying too much about verifying anything. You shouldn't trust me about statistical claims or even specific examples, in fact don't trust me about anything, take it in and think for yourself ๐Ÿ˜Ž

Most posts are general but if I'm posting about something, it probably relates to my own gamedev in one way or another.


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This is a direct follow up to 2 previous posts of mine : The Opportunity Cost of Skips
& The Opportunity Cost of Quick Kills so check those out, I'm assuming you've read them

Even though scoring and speed play of all types is comparable in many different ways from both a player's and designer's perspective, there are some interesting differences between the two.

Scoring is additive, while speed play is subtractive.

This is very obvious if you think about it, but this seemingly minor difference creates a very strong safety net against mechanics & actions with a high opportunity cost.

Because speed play is subtractive, the goal will always be to reduce the amount of engagement with a game's elements like levels, enemies, and so on. This presents a problem because there's a risk that players will optimize their way into not engaging with the game at all. Entire runs will come down to a few highly difficult skips, missing out on a ton of micro-optimization opportunities that the skipped parts of the games were full of.

The problem can be fixed with anti-skipping measures, but this undermines a big appeal of speed play. It punishes players for exploring levels & mechanics, it doesn't give them those exciting high risk high reward moments, it doesn't let players truly own their strats or feel smart, it doesn't let them enjoy [~ OOB Aesthetics ~]. So developers are stuck in a situation where all paths forward suck ass.

The additive nature of scoring helps alleviate this. Scoring is the only way to reward engaging with the game as much as possible. In fact, the scoring equivalent of skips (a strat that overwhelms the rest of the game's content and makes it harder to enjoy) would be milking - which is engaging with content too much. The exciting high risk, high reward nature of skips comes in the form of scoring tricks - specific moments of a run where players go for all-or-nothing strats. They carry the same excitement as a well executed skip, often being highly technical, tense moments that are often clearly unintended. Yet they have very low opportunity cost - the player's most likely only missing out on whatever challenge they'd be doing in the seconds it takes to do said trick.

Of course this is very generalized. Games with resource-based scoring systems can encourage hoarding resources for specific spots & tricks, making the moment-to-moment play boring since you never get to play around with said resources. The specific types of scoring strats games encourage can also end up having a high opportunity cost - if a game has a rich moveset but only encourages parry spam, then it's a huge missed opportunity to test a variety of skills. On average though, the opportunity cost is lower, and anything "broken" simply gets sucked back into the game's meta without undermining much of anything.

The only cost is that you've gotta accept the incredibly abstract, hard-to-grasp nature of scoring systems compared to the intuitive, immediately understandable metric of time.

There are ways to bridge this gap. Marble It Up! is a speed-based game which has item pickups that slow the in-game clock. Effectively, it detaches speed play from real time, bringing it closer to the additive systems you see in scoring. This keeps the positives of time, while also doing a good job at disincentivizing skips. Tying speed gain to interacting with as much of a level as possible is another way out, though that might be even less intuitive than scoring. By thinking in terms of minimizing opportunity cost, devs can squeeze out their game's depth juices and increase the amount of interaction happening, it just requires some effort and outside the box thinking.


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in reply to @boghog's post:

I think that having in-game timer deliberatly not reflecting in-game time is a somewhat common idea. On top of my head, I can think of DKC2 GBA time attack mode (killing multiple enemies in a row will stop the clock) and Marble blast gold (can freeze the clock with an in-game item). MGS special mission is an interesting exemple : they used a timer with time substracted for each bullet the player have left, but they switched it for a score system in mgs2 when they introduced no-lethal bonuses.

Yea time trails in the "collect timer/pass checkpoint before clock runs out" are fairly common and Marble It Up borrows Marble Blast's mechanics, games dont really build on this much beyond simple pickups or penalties though, theres a lot of room to integrate speedruns and scoring there

Also scoring is extremly harsh compared to timing, which I think is one of the reason why it fell out of side. Even the moss skipped heavy games have still something of interest in them, even if it's just performing a bunch of 1 frame rhythm mini game, while there is a terrifying amont of scoring games with infinite or extreme milking that kill the idea of having any competition with them. A speedrunning trick can delete part of the game but will very rarely add parts where you do nothing but repetitive task while all scoring games live with that as a damocles sword above their head. It's hard to imagine a scoring system game in a non auto-scrolling game that doesn't just default to "speedrun the game while collecting all the limited goodies I guess" which explain why so many games go with "timing with maybe a twist"

On the other hand, the game that manage to go beyond that framework without immediatly collapsing are impressive ๐Ÿ‘

Here's the rub though : the two aren't mutually exclusive, you can simply speedrun to the counterstop or something like that combining both approaches. The important thing is that there is something there, structures which encourage engaging with the game that speed doesn't provide.

And yeah scoring fell to the wayside because of devs borrowing the systems without thinking and added them into too many formative console games, so players legit don't know any better. Nowadays there's no excuse really, anti infinite mechanics are trivial to implement and devs have access to hundreds of games with well made scoring. Theres nothing stopping them besides themselves