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I think the points systems were primarily so that you could see how much of the game you had actually seen,
Then a percentage would suffice - like in the Spyro jump&run games where it is indeed possible to see 110% of the game! (at least in the first one ;-)
I also don't remember games having exactly 1000 points (which would nicely resemble 100.0%) but for example "342" in the first Gabriel Knight game...
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as well as the elegance or efficiency of your solution.
In the context of an adventure game I don't quite see the efficiency of the player in a score. "Why did I get these 50 points and not 100?"
And more importantly: "What were those 300 points? What did I do to get them?" You simply don't see for what you got your points - especially bad for all kinds of plot-based games (adventures, action-adventures, rpgs...).
Of course modern games sometimes offer a log to see how far you progressed - which is really an achievement log. But achievement of course can be disconnected from the main plot line and the player may not remember them very as well as the main quests.
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However, I think just a numeric score isn't sufficient.
Exactly!
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The beauty of achievements is that they can have names and designate particular things, often in a fun and creative way.
Good point!
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They'd have been perfect for a LucasArts game, since those were already light-hearted and fun to begin with.
An adventure with the player impersonating a serial killer could have some fun and creative achievements also ;-)
Forty : Love
Then a percentage would suffice - like in the Spyro jump&run games where it is indeed possible to see 110% of the game! (at least in the first one ;-)
I also don't remember games having exactly 1000 points (which would nicely resemble 100.0%) but for example "342" in the first Gabriel Knight game...
In the context of an adventure game I don't quite see the efficiency of the player in a score. "Why did I get these 50 points and not 100?"
And more importantly: "What were those 300 points? What did I do to get them?" You simply don't see for what you got your points - especially bad for all kinds of plot-based games (adventures, action-adventures, rpgs...).
Of course modern games sometimes offer a log to see how far you progressed - which is really an achievement log. But achievement of course can be disconnected from the main plot line and the player may not remember them very as well as the main quests.
Exactly!
Good point!
An adventure with the player impersonating a serial killer could have some fun and creative achievements also ;-)
take care,
Calibrator