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Why Score Systems MATTER! Both in Shmups and Other Genres! 

The Electric Underground
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Why Score Systems MATTER! Both in Shmups and Other Genres! In today's video, I talk about why having a robust scoring system in a shmup is important and what it adds to the overall game value, design, and longevity.
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21 апр 2021

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Комментарии : 106   
@100hundert
@100hundert 3 года назад
Great video! I usually only get into scoring when I already really enjoy everything else about the game AND the scoring system is enjoyable and allows for discovery and experimentation. And it's weird - I guess usually it would make sense to always go for 1cc first, then try for high scores. But for me, it really changes from day to day. A big example for me is Crimzon Clover. Some days I try to just see how far I can go using all my resources. Other days I try to beat my own scores. Sometimes I put on some podcast, start novice mode and do a super relaxed survival run. Or I try to beat my level 1 score. On the other hand, I don't think I will ever be good enough to actually 1cc Unlimited mode. But just trying to beat my own puny scores is just ridiculously fun, going for these big juicy cancels. Scoring in CC feels very organic and intuitive. It's so easy to transition into it, yet survival vs scoring is still feels different enough from each other. I guess what I'm saying is: I enjoy scoring systems that don't feel like an entirely separate layer. In DDP, you chain and you score, but it always felt kind of abstract to me. Whereas in Ketsui, point blanking and getting an immediate reward with those boxes feels directly rewarding on an instinctual level. Batrider feels similar to me - the more I know how, when and where to blow stuff up, the more the game rewards me. The scoring feels like a logical part of the game world. On the other hand, there are quite a few systems where such a approach wouldn't work for me at all. DDP, Ikaruga, Guwange, Mushihimesama - those have scoring systems that don't really feel like an actual part game world. It's hard to describe. Blowing up stuff, collecting big medals, cancelling bullets into gold / diamonds / stars / ingots, dismantling bosses, and being rewarded with large flashing numbers, it feels like I'm not just AVOIDING stuff, but being PAYED with score. I'm actually GETTING something within the game. Turning bullets into diamonds in Progear will never stop being satisfying to me. To sum it up - I love scoring systems that encourage me to do stuff in the game that feels rewarding and satisfying, and with room for expression, and especially play more aggressively. I don't enjoy systems that feel like I'm suddenly being forced into a very narrow way of playing.
@ps3inquisition441
@ps3inquisition441 3 года назад
I like how you break down this genre to such a degree. The normal person doesn’t understand how deep these games go, they just credit feed and move on.
@TheElectricUnderground
@TheElectricUnderground 3 года назад
Thanks!! Yes shmups are a big passion of mine :-)
@ps3inquisition441
@ps3inquisition441 3 года назад
@@TheElectricUnderground Me too. Excited for R-Type Final 2 and the Dangun Feveron physical release.
@ShmupJunkie
@ShmupJunkie 3 года назад
I didn’t get into playing anything for score until I seriously put time into a good caravan mode and realized the fun it can be. So with shmups you get multiple ways to play and enjoy the game with the scoring. Some older games like Spriggan you mentioned had the dedicated score attack stages so the main game had nothing special. The later games became far cooler by building it into the actual game. I do miss those very condensed 2 minute modes as it’s good for competitive play and viewing, just like fighting games with quick matches. But I do appreciate the depth a deep scoring system adds to the single player experience now too. Great topic as always I enjoy watching these and learning some things. Also, was that some Eschatos music playing in the background? There’s a game that’s now in my top 10 favs.
@TheElectricUnderground
@TheElectricUnderground 3 года назад
It was!!! Can t go wrong with some eschatos tunes
@Chloroxite
@Chloroxite Год назад
I've been a more casual shmup player, but when I play I tend to go for a mixture of score and survival. It's really interesting seeing just how complex you can make a seemingly simple genre of game.
@MattPoskito
@MattPoskito 3 года назад
Never seen the end of Danmaku Unlimited 3. Still find it exhilarating beating my high score. Score is very important to me, in Shmups especially
@midiriots3909
@midiriots3909 3 года назад
Shmup is my favourite genre of all times. Never ever have I looked at scores. To me the games have to be adventurous, fun and challenging in their gameplay! So when I need more challenge ... I play on a harder difficulty level. I think that there are more people who enjoy playing shmups just for "survival" like me. So I guess scoring matters for one group of players... while it doesn't for others.🙂 Good topic btw! 👍🏻
@personavisceration371
@personavisceration371 3 года назад
I wholeheartedly agree. I believe the entire argument for scoring can be summed up by how much you're willing to put into the game to master it. I play for fun, not for the stress of competition, and thus scoring has no use to me. I would rather play more games with my meager free time than spending that time on mastering a few. But if you do desire to master a shooter, then I can see how score would play a part just like speed running action games and New Game + and add-ons/side quests in RPG's.
@midiriots3909
@midiriots3909 3 года назад
@@personavisceration371 I agree! I mean when you look at the evolution of shmups (or games in general) they where first all about scoring. But i guess it was an idea that came up because of the limitations back then. Later the games had stories to tell... more and more games became more of an adventure (even in the arcades). And then again ....when the consoles started to dominate you could see the development split into two directions: Console Games were getting larger and more adventurous... while arcade games became more and more flashy and score focused again. Don't get me wrong... i don't hate the direction that shmups went with Cave and the others to make the games flashy score focused bullet hell games. But this made a lot of people loose interest in the genre because the other genres suited better into (or adapted better for) the living rooms. Than again since the appearance of casual and short games about 15 years ago more and more games about scoring came. People where willing to pay a few bucks to play arcade style games again. I guess multidirectional and twin stick shooter became the new shmups and they where more accessible for the casual player or while taking a break from playing huge AAA titles. I am happy to see that in the past few years the shmup genre came back. First the bullet hell ... and now the more classic 90s style. I think both can coexist. I guess the lack of innovation was the reason that the classic 90s shmup-genre (almost) died. Other genres made a better transition for the console market. While only the super challenging bullet hell shmups remained... what appealed only to one group of shmup lovers while most of them stayed arcade exclusive for a long time. I can see the idea of the topic. Of course a good score system matters a lot for the games that focus on scoring. As they give you challenges to play the games different. As for the classic shmups: Why not implementing stuff like New Game+ Add-Ons, Side - Missions, Secrets, Competitions, Stories ...to add more challenge or value?🙂
@D-A-K
@D-A-K 3 года назад
Yes. This. As the shmup genre resurges individual play styles must be communicated. That’s why I’ve come to think it Mark here and Shmup Junkie as a kind of yin and yang for RU-vid shmup content.
@midiriots3909
@midiriots3909 3 года назад
@@D-A-K Hahaha!! You got it!! Yin and Yang!!💜
@personavisceration371
@personavisceration371 3 года назад
@@D-A-K Interesting way of looking at it.
@mrpissed
@mrpissed Год назад
13:17 Todd Rogers told me, he achieved his Twin-Galaxies-approved 700 gazillion high score in Dodonpachi by starting in the second level
@100hundert
@100hundert 3 года назад
Another interesting element is whether or not you compare your own score with WR scores or just yourself. I personally find it so satisfying to beat my own records, watch some of my own replays - it quantifies my own progress. With strict scoring systems like DDP and Ikaruga, not reaching the "ideal" route always feels too much like a defeat to me, whereas in more organic scoring systems, beating my own scores as I get better at the game feels more rewarding. I guess it really depends if you enjoy experimentation vs memorization / perfectionism more.
@SpriteGuard
@SpriteGuard 3 года назад
When I started making my shmup, I originally intended to have a scoring system. I ended up leaving it out for two reasons: One is competition. I've been in a lot of communities where newer players felt irrelevant. I couldn't even beat the games, so no point in joining the competitions, and that means missing out on the main community activity. The focus on competition and ranking meant that newer voices didn't matter. Contrast this with a more egalitarian community like The Void Rains Upon Her Heart, where people are much more focused on helping each other get the medals and sharing thoughts and ideas from all levels of players. The other is player psychology. I think the whole reward/punishment dynamic in game design is hobbling, and bad for players. I want my game to be a joy to play, right in the moment. I don't want the last five seconds of the game, when you don't PB, to ruin the last several minutes of play. I don't want players to soldier through a grind they don't like, just for that little kick when they do PB. The level one problem isn't a problem. We aren't in the arcades any more, we can pace our games any way we want to. I went with individual levels because that's what I enjoy most, and because it lets players move on from a section whenever they are done with it, whether that's because they mastered it or because they just don't like it. It also lets the designer create denser levels, because they don't need to conserve the player's energy or ease them into the game. There are ways to differentiate your game that are much more obvious than scoring, and much more marketable. You can tell just by looking at a store page what makes Shoot The Bullet, Zenzizenzic, and The Void Rains Upon Her Heart distinctive. If you decide to go with spread shot, focus shot, bomb, that lack of creativity is on you, and a scoring system that most prospects won't know about or care about isn't going to save you. Void Rains is a lot of people's first shmup because it distinguishes itself so well and so clearly to people who are just browsing. There are ways of getting the player to play in a more difficult and engaging way that are more obvious and more communicative. Shoot The Bullet gives you a limited range, which makes you get in close. Zenzizenzic has an upgrade system that makes strategic, fast and risky play in the early game necessary for survival in the later stages. Void Rains has special conditions for unlocking some items and bosses, things like "beat boss X without damaging its arms" or "break the top orb but not the bottom orb on this boss." The one I'm making requires using a Guwange-like spirit to complete level objectives, and uses grazing to refuel a (sometimes mandatory) dash. Don't get me wrong, I love scoring systems; I've held records, I've given exhibitions, I've even watched a few multi-hour score runs in games like Spelunky and SMB 3. I love it, but it's niche. It can't be a load-bearing element of an entire genre. I hear folks saying shmups need to attract more players, I dunno if people really mean that, but I can tell you that scoring systems aren't the way to do that. If that's really what we want, we're gonna have to go the way platformers did: embracing novelty and variety, and using design elements that are more obviously differentiated and broadly appealing. And if that's not really what we want, rock on. I still think we should embrace clears-based shmup design for other reasons, but scoring systems are cool.
@david2618
@david2618 3 года назад
Nice to hear another perspective, judging by the looks it sounds like a beginner shmup, which is cool, there aren't that many, at least that I know of. If you have finished it I'd like a link 👍
@midiriots3909
@midiriots3909 3 года назад
I am also seriously thinking about leaving a scoring system out for the game I develop. There are enough games that focus heavy on that (...and pink bullets😄).
@SpriteGuard
@SpriteGuard 3 года назад
@@david2618 I guess you could call it "beginner", since it's based around my relatively green skills, but it's designed to push those skills to their absolute limit, and give players a long, challenging grind. It's still relatively early in development; there's a kind of prototype on Itch, it's called Infinite Ritual, but not all of the mechanics are there yet, and the UI sucks. I've been taking a break from it to cool off on some frustrations, but I think it's time to resume.
@david2618
@david2618 3 года назад
@@midiriots3909 I'm obligated to not give mine one. Because it's a roguelite.
@theinvisibleskulk4563
@theinvisibleskulk4563 3 года назад
I don't want to develop a game that any "community" then develops around; I'd just want a bunch of disparate players united only by their love for my game. The longer a "community" persists without fast growth, the more it develops a group hug mentality that excludes players who might like the game but just aren't like existing players. I want people to feel free to share perspectives that other people might think are frightening or which are "unsafe."
@soratheorangejuicemascot5809
@soratheorangejuicemascot5809 2 года назад
Their is one underrated and unmentioned thing that makes me replay the game. Its the question of "how do a beat a certain game with specific tool I am using", "how do I survive in this game", "is it cute/cool" or "how do I get powerful in this game". Lets take Blue Revolver for example. If you implement on what works best in that game, you would automatically pick Val/Follow/Laser since its the safest way since Laser is very powerful and its more abusable with Val. For my mind set, I will always try to make the weapon I want to actually work, even if its the worst weapon in the game. Trying to figure out how my favorite weapon or character can do big feats(scoring for example) or make it work will always be the most important part of video games for me, even for shmup. Well thats what I came to conclusion after almost a year when I saw this video......ugh my grammar sucks to the point I think my words didnt even make sense to you. I feel so terrible.
@ruolbu
@ruolbu Год назад
Star Fox 64 hints at what I believe is the ideal solution to the level-1 dilemma. Add things to discover, things that meaningfully change how the game is played. Corneria has an alternate ending that unlocks new levels. New players will likely not keep Falco around and fly through all checkpoints. Experienced players have the capacity to play around and do shit like that, and then they get rewarded for it. There are arguments against and in favor for locking content behind obscure requirements. But personally I really enjoy the aspect of just playing around with a game world, interacting with every little bit, pushing buttons and pulling levers, seeing if any reactions come from that. Of course long term the scoring system offers more incentive. But after the initial learning phase, before high score really becomes a target, this poking around and seeing if the world reacts really pulls players in and motivates them to experiment.
@LunaPrincessNinjato
@LunaPrincessNinjato Год назад
I like this subject, Last night I was getting achievements in Deathsmiles and after finally getting a big score bonus with the power up, I hit a spot on the ranking that shocked me that each session I started to go harder for more points and by time I got all the endings...I was losing less and getting better scores.
@neontetra1000
@neontetra1000 3 года назад
I’ve said it before but Dodonpachi ressurection has the most exciting score system of all time although the chain timing is frustratingly strict unless you play to 2-all novice mode which is a happy medium at least for my skill. Building the chain up and then trying to ride out the stage without getting hit and dropping the chain is so exciting, you are on the edge of your seat and it is very satisfying to see the score skyrocket when you have a large active multiplier and are just destroying everything in sight with huge loud explosions.
@david2618
@david2618 3 года назад
DFK has a very fun scoring indeed, although sometimes I feel I'm not being optimal, is using hyper a lot the meta?
@neontetra1000
@neontetra1000 3 года назад
@@david2618 yes you use a couple of hypers in certain places near the start of a level to quickly get lots of hits and then to try to finish the stage without using anymore hypers but with the hyper bar filled ready to use . This is when it multiplies the score for each enemy of you can watch Stg weekly for explanation or If you look at Shmup slam videos in this channel you can see experts play and see where to quickly get very high chain. Putting your hyper onto enemy lasers such as at the start of stage 5 is the quickest way to get thousands of hits in the chain.
@david2618
@david2618 3 года назад
I do an hybrid of survival and scoring. What you said about the scoring system defining the game is so true. Dfk - The player uses hypers > the hypers become the fun part > It's now the "hyper game" Touhou - The player grazes > The grazing is one of the most fun parts > It's the grazing game Blue revolver - The player 8chains (is there a name for it?) > 8chains are fun > It became the 8chain game (those games have other scoring quirks but the ones I listed are the main ones)
@soratheorangejuicemascot5809
@soratheorangejuicemascot5809 2 года назад
Getting 64s in Blue Revolver is pretty satisfying.
@davy_K
@davy_K 3 года назад
Scoring makes earlier levels interesting when you are strictly playing for survival. Once you have the first few levels down, you can start to enjoy them more by pressing for score before getting to the tougher levels and reverting to survival play. You need to be careful with rank though as that might push it up and make the survival run tougher!! Of course once you get the survival 1CC you can then start digging really deep into score play if you enjoy the game and want a new challenge.
@hooksnfangs6006
@hooksnfangs6006 3 года назад
Great topic! I used to not care for score since I played many old console SHMUPS without much of a score system. That changed when I got introduced to DDP and CAVE's library. CAVE just really went their way to incentivize playing for score with flashy big numbers/medals/hypers. I usually approach my SHMUPS with mix between survival and scoring, but trying to get that 1CC is always top priority.
@TheElectricUnderground
@TheElectricUnderground 3 года назад
Yes I am hoping as this channel grows and I start covering more score oriented stuff, it catches on more :-)
@thelastgogeta
@thelastgogeta 3 года назад
My Dragon Ball reference would have been weighted clothing (can't be in these parts of the screen) or increased gravity (can't use bombs). Nice video, I'm coming to appreciate how score (especially for shumps) has a unique appeal that I haven't really seen too much. Style (Devil May Cry etc) can be similar but it isn't common that people care about it besides combo videos, clips or contests. Comparisons are rarely done as part of the regular game experience and judged by the game, though it can be a positive since the game's balance won't damage this too badly. Speed is more close as a parallel I suppose though the concept is largely incompatible with shumps not that it is a problem. Score and Speed are things to be balanced in PlatinumGames games. I'm sure you've heard of how Bayonetta 1 got things so right and how Bayonetta 2 broke a lot of things even for players who just want to be expressive and don't care about score. I think there could be a whole topic about how people who play DMC5 or Bayonetta 2 once may just end up thinking they are objective upgrades in the long term, but you've probably touched it in a podcast. EDIT: I'm not saying either DMC5 or Bayonetta 2 are bad. I wrote for Siliconera and said that the former was my favourite game of its year. I think Moon River (from Bayo 2) is probably Bayonetta's best song besides thinking that the aesthetics are basically as good as I could hope for.
@TheElectricUnderground
@TheElectricUnderground 3 года назад
yes I definitely know what you mean here about how some changes may seem like an upgrade on the surface, like you mention in bayo 2, but then it actually ends up damaging the overall meta of the game. It is frustrating to try and communicate for sure!
@yours_truly_
@yours_truly_ 3 года назад
RefRain is a great pick for those who like to "casually" score. Really
@TheElectricUnderground
@TheElectricUnderground 3 года назад
Oh absolutely! Such an under rated game!
@RocketSlug
@RocketSlug 3 года назад
I can definitely see The parallels of playing for score to some of the challenge achievements in games for completionists. Well designed achievements would encourage people to tackle levels in alternate ways or put interesting restrictions on the player. I'm thinking of things like Eggplant runs in Spelunky or pacifist runs in Cuphead or Undertale. A scoring system would fall under that umbrella, but it's interesting because it can be multifaceted and complex to encourage a specific playstyle without dictating it.
@TheElectricUnderground
@TheElectricUnderground 3 года назад
Yes exactly! I do think that modern shmups should experiment more with tying achievements and scoring together!
@RocketSlug
@RocketSlug 3 года назад
@@TheElectricUnderground Having achievements just on scoring a specific amount is just the beginning. The power of a scoring system is that there can be multiple rules in play that account for a big score, and that moreso affects your macro strategy, whereas the most interesting achievements in my opinion often can dictate a specific goal or course of action. Instead of a score threshold, a more effective achievement might vary anywhere from "Graze X bullets," "Full chain a level," to even more targeted achievements like "Defeat X boss by destroying all of its armor first" that point to specific strategies. My mind goes to Katana Zero's achievements. There's the usual pacifist ones for certain segments, but one I really like teaches you a speedrun strat in killing a target off screen, and another is basically half of the requirements to get to the secret boss, IIRC.
@Arandui
@Arandui 3 года назад
@@RocketSlug Dodonpachi Daifukkatsu and Mushihimesama on Steam have this kind of archivments (like "Connect a 1000 Hit Combo" or "Break all of Benihonogada's legs")
@VillainViran
@VillainViran 3 года назад
I feel kinda bad for only playing shmups for 1cc
@poopikins
@poopikins 3 года назад
The only reason I'd care about high scores is if there are unlockables from it. Otherwise, I only care about level design, gameplay etc. Nothing against high scores though, I get the appeal.
@TheSeraphim17
@TheSeraphim17 3 года назад
I love that distressed VHS quality going on in the replay.
@TheElectricUnderground
@TheElectricUnderground 3 года назад
Oh it is from a superplay vhs! Soon I gotta get a Retrotink to do a high quality direct capture :-)
@censoredterminalautism4073
@censoredterminalautism4073 3 года назад
Scoring really helps with replay value too. If you beat a game that isn't a shmup, but still want to play it more, you can then go for perfect runs, and then you can speedrun the game, but speedrunning isn't really a thing in shmups, so scoring creates that final challenge for people that are on a skill level that makes just beating the game trivial. If it wasn't for that, people wouldn't play them as much, that's for sure. There wouldn't be much to do beyond just beating the game. The games would be a lot more similar to each other too. Well, at least that's my take as someone that is absolutely terrible at shmups.
@TheElectricUnderground
@TheElectricUnderground 3 года назад
Yes! A really good scoring system adds so much replay value :-)
@MegaDeth859
@MegaDeth859 3 года назад
Interesting.. I've always just tried to survive. I usually don't ever bother with score, but you're right, some of these shooters are meant to go for the high score. 👍
@DreamInSongs
@DreamInSongs 3 года назад
Cool video, thanks for sharing
@TheElectricUnderground
@TheElectricUnderground 3 года назад
Glad you enjoyed it!
@ScarletDeath
@ScarletDeath 3 года назад
Only game I ever *really* played for score was espgaluda 2 black label. I mostly play danmaku because I like the way the game feels in my hand while dodging bullets. Which I think others might find helpful as every game will have a different "feel." I always suggest not even learning how scoring works at first just play a bunch of it to make sure it feels good in your hands naturally.
@TheElectricUnderground
@TheElectricUnderground 3 года назад
yes I have the same outlook as well when it comes to trying out a new shmup. :-)
@100hundert
@100hundert 3 года назад
I love "if it feels good in my hands"! I completely relate 👏
@steambub
@steambub 2 месяца назад
Any chance of doing a video on the design of scoring systems? There was that one video the Game Maker's Toolkit made, but it wasn't very high level or nuanced. A video about getting a score, multipliers, subtraction, time/chain/item/life/trick bonuses, resource management, etc in danmakus, beat 'em ups, and rail shooters would be a very good resource for designers.
@hypnoshypnos4755
@hypnoshypnos4755 3 года назад
Mars Matrix has a really good stage 1, IMO. It scales really nicely in that just getting through it is fairly easy, it's a little trickier to do 2 or 3 short chains, and more difficult to full chain it. Because of the nature of Mars Matrix, you can continue to optimize it further even after full chaining it by figuring out how to reflect larger numbers of bullets to collect even more cubes. I found there to be a very natural progression to improving my stage 1 even as I was still just trying to get a clear. In addition to that, it's still difficult enough to stay interesting on repeat plays, but has less of a harsh execution barrier as compared to e.g. full chaining stage 3. You aren't often going to have to restart it, but it manages to keep from being boring.
@benjaminbeltran7004
@benjaminbeltran7004 3 года назад
I would love a scoring system that rewards using ALL your resources in the best possible way (except lives off course, nobody should be rewarded for dying) and also a scoring system and doesn't force you to follow the same optimal route everyone else follows. I'd love the experience of a game to feel like a conversation with the player instead of the player memorizing something to the most minimal detail.
@boghogSTG
@boghogSTG 3 года назад
I don't think the second's possible really, unless you make scoring luck based. If a game's consistent, it will have an optimal route somewhere and it's just a matter of finding it. Perhaps shifting your goals is a better option? Or rather, games giving you some less optimal but satisfying (and meaningful) scoring goals, since those will give you more room for creativity and error.
@benjaminbeltran7004
@benjaminbeltran7004 3 года назад
@@boghogSTG Luck based would be the exact opposite of what i meant. I'm sure It's hard to avoid making a completely deterministic game. However, I think it's a challenge that could give very interesting results. An example that comes to mind (although it might not be a very good one) is how Deathsmiles allows you yo choose the order of the stages. The conversation goes this way, the game says: "ok dude, choose the order but remember that the level will raise regardless of the order, so choose well". Obviously if you go all the way to the opposite end and make it luck based you'd end up with a "roguelite" kind of experience that makes it impossible for people to compete for score because each run is different. I don't think the only two possibilities are dodonpachi resurrection on one extreme and roguelite on the other. Btw your game is looking amazing!
@boghogSTG
@boghogSTG 3 года назад
@@benjaminbeltran7004 Yeah Deathsmiles' level select system is awesome, though I was mostly talking to you wanting games that dont force you to follow the same optimal route everyone else is using. Sooner or later youll have to, rng can force deviations and more on the fly decisions at the cost of consistency (and most likely fairness + basically gambling) but besides that theres always gonna be that one high scoring route and a lot of suboptimal ones. I guess maybe reducing the score gap between optimal and suboptimal routes could help make people feel like their suboptimal routes are still "valid", and Deathsmiles style level select/lots of scoring categories could help players find their own niche, but yeah. Also aw shucks, thanks!
@kagemara277
@kagemara277 2 месяца назад
Exactly! Scoring is the core of good game design. Thats why I skipped Mario Wonder, which is a streamlined crap
@boghogSTG
@boghogSTG 3 года назад
I think you kinda over-emphasize the hardcore nature of shmup scoring. I mean yeah, it's very difficult and punishing as is, but it doesn't necessarily have to be, nor does it have to be unfriendly to newbies. I always come back to racing game time trials as examples of what are essentially scoring games that are still quite accessible because of very intuitive game mechanics (take the straightest line for more speed, boost, whatever), intuitive scoring metrics (anyone can understand time, and ghosts help you visualize it all), short run length meaning less punishment, in-game tracking of best times and lastly the fact that doing well feeds back into the main game and makes you overall more skilled. Shmups could do something similar with single stage scoring or short modes, but they rarely do outside of Caravan games (which can be way more accessible as Shmup Junkie's tournament showed). There's a fuckton to scoring that makes the games way more engaging, varied and addictive, to relegate that to expert players is such a massive mistake. I've enjoyed playing the first 3 stages for score in many games more than I would enjoy just playing them to get a 1cc. It's also really sad to see developers generally drop scoring since there is so much design space there that devs are giving up for no good reason besides that it's hard to make casuals care about some numbers. It really gives meaning to encounters linking them together, adds heavy resource management elements, adds a layer of inconsistency which makes the games exciting, dynamic difficulty, unique mechanics that you can't get anywhere else, soft incentives, etc.
@arcimagogix9034
@arcimagogix9034 3 года назад
I do the opposite. I focus on the scoring system and then eventually play and replay the game so much that I get to 1cc. By doing this I actually think it takes longer but I don't feel to go burnout, on the contrary it encourages me to do better, I think it depends how much patience one has. In my case I would never want to "finish" a game quickly and therefore I enjoy it fully but i can see your point. That said my personal best scoring sistems goes to progear, love it even if at first I didn't understand anything. It's blew my mind when I found out how many points i could score even on the first level and I love it ever since.
@TheElectricUnderground
@TheElectricUnderground 3 года назад
Yeah I have seen a few people take this approach and felt it worked out. I do think it just depends on what the player is interested in and how they are motivated :-) By what I have observed it does seem that survival first does generally tend to work out better for the players I've seen, but definitely not a rule written into stone.
@arcimagogix9034
@arcimagogix9034 3 года назад
@@TheElectricUnderground I do not doubt what you say, indeed you will surely have known many more experiences than me that besides myself I know few other fans of shmup in my vicinity, sadly
@RuV9999
@RuV9999 3 года назад
Shmup is somehow make me more appriciate score system in every video games. since Shmup community always praising score and explaining a lot scoring in shmup. i think scorring system is really matter is Score system should be rewarded. like most of shmup when reaching some certain amount of score we got Extend/bomb. that's makes me got my attention to shmup, also Score system make the game is so satisfying like ESPGaluda/Mushihimesama/Deathsmiles where a ton score item explode on screen. imo in shmup, new player should learn survive first and then scoring (in deep). i think scoring can also be learned throught the survive run, especially in stage 1 or 2 and then in later stage, i turned myself into survive.
@sylverthefolf7677
@sylverthefolf7677 3 года назад
I mean, youre not wrong. BHM:B got me hooked and I played on and got a near 850m superplay on black set to heaven mode as well as a near 500m superplay on original.
@jacobwilbers6461
@jacobwilbers6461 3 года назад
When i came back to shmups after playing fighting games i find the fighting game mindset of breaking a game down to its smallest components of frames and inputs when you hit a snag. The best way though when coming up with a route for score is tas it first if you can so you dont waste 300 hours on a bad route. Edit one added thought devs should tas a game before they release it to see what the game looks and plays like at higher levels in shmups.
@TheElectricUnderground
@TheElectricUnderground 3 года назад
There is a really important benefit of learning multiple routes in a game which is recovery for when you get off route :-)
@BamdTheBamd
@BamdTheBamd 3 года назад
seeing a big number go up never satisfied me which is why i play touhou cause it's easy enough to no miss or no bomb
@kyokusagani8869
@kyokusagani8869 3 года назад
A lot of games seem to be catching onto how much a score system can improve the longevity of a game recently! Games like 2013's House of the Dead overkill. This holds true even for modern competitive games too, abeit it's not a conventional score, it's your kill to death ratio in games like those.
@yours_truly_
@yours_truly_ 3 года назад
Great point. KDA ratio could be seen as a type of score. I've seen players showing screenshots of that to brag about even. The only major difference being that its highly subjective, since you're competing online and no one can pinpoint if either you're really skilled or the opponents were awful.
@TheElectricUnderground
@TheElectricUnderground 3 года назад
Oh yeah I remember in the cod 4 days being obsessed with my kill to death ratio! Even fighting game ranking systems sort of work like this too
@ArsicPlays
@ArsicPlays 3 года назад
I quite enjoy Deathiny mode for score chasing. More games need it. What game/s would you suggest for an initial foray into score chasing ? Battle Garrega ?
@TheElectricUnderground
@TheElectricUnderground 3 года назад
That s a great question! I think something like blue revolver or danmaku unlimited 3 are great games to help you get into scoring. Garegga scoring is awesome, but kinda complicated at times ha
@sakesaurus
@sakesaurus 3 года назад
number go up
@Arandui
@Arandui 3 года назад
Interesting video, even for me, who plays shumps/bullethell very causal for (more or less) survival and no interesting in scoring. I just don't have the patience for learning that all over again and again and I mostly lose the interest very quick. When I play a CAVE game (mostly Dodonpachi Daifukkatsu), I just play 1-2 rounds to see, how far I come without continues or how many continues I need this time to clear the game (which are usually a lot, when I don't play Novice) and call it a day. When I get a new high score, it's mostly a little "Nice to have" with no real meaning.
@TheElectricUnderground
@TheElectricUnderground 3 года назад
Yes I definitely have been there as well. The cool thing about the genre is that once you start to become more comfortable with the survival aspects of the game, you tend to naturally become more drawn to the scoring, especially if you hang around other score-focused players. I think if the genre could find a strong method of connecting score-focused players together more, it would really help.
@Arandui
@Arandui 3 года назад
@@TheElectricUnderground The only cases, where I got a little bit interested in score where games, where scoring also support survival player. In some Touhou games, you get an extra life for score or in Banshiryuu (aka Seihou 3, a sister series of Touhou), you get Extra Bombs, when you use the scoring system (which involve grazing bullets to collect point items on the screen).
@Arandui
@Arandui 3 года назад
@@davis1228 Well, I'm also almost 30 and play video games for about 25 years.
@theinvisibleskulk4563
@theinvisibleskulk4563 3 года назад
Do you think games should reward players for defeating enemies as soon as possible after they get on screen and boss phases as quickly as possible in all cases, or do you think rewarding milking sections is acceptable?
@TheElectricUnderground
@TheElectricUnderground 3 года назад
oh that's a great question!! speedkilling vs milking. I think both are fine but both need to be balanced within some degree of reason ha. For example I think the milking in arcade esprade is way too much for my taste but milking in other games can be really interesting like in guwange. I also think speedkilling is really fun, but I can see how rewarding it too heavily can also take some dimension out of the game. So I would say both mechanics are great but should be balanced with the underlying design of the game, otherwise you will run into issues like metal slug where you sit and milk boring sections for an hour and a half ha.
@M7878-c3r
@M7878-c3r 3 года назад
Rather than being a necessity, methinks scoring systems should have been usurped by integrating the challenge into proper mechanics eons ago. Most genres have of course moved away from scoring systems other than fringe cases, but some contemporary games that have suffered for such practices are PlatinumGames/Capcom 3D-Brawlers. Imagine if the challenge associated with S-Ranking DMCV or Pure Platinum-ing The Wonderful 101 were prerequisites for beating the game; as it stands you can beat DMCV "for survival" ("for clear" in this genre's case) mindlessly parousing through the stages button mashing and the skillful mastery is reduced to S-Ranks independent of seeing the credits! E.g.: make Ikaruga's chaining system mechanically significant to such an extent that it is required for a 1CC so that chaining powers up your ship or a similar concept. Natural complexity, in opposition to the current unnatural position facilitating a leaderboard outside of the game. In an ideal scenario there would be no disparity, no leaderboard game. Though it is not the sole fault of the "for score" players; it is also that of the STG developers for not only prolonging this scoring tradition, but pushing the complexity of the genre more so in unnatural mechanics from lack of theory. This position is expanded on by Icycalm's Scoring essay, which you may have never read previously unless you know of the author's infamy from the shmup forums. Take his vulgarity with thick skin and you may appreciate his writing on the subject: www.imgur.com/a/q6BUr
@SpriteGuard
@SpriteGuard 3 года назад
I am amazed and appalled that anyone still takes that guy seriously. Dude had an incredibly narrow view on games and spent more time insulting people who disagreed with him than he did making his point. He deserves as much respect as he holds for people who disagree with him.
@M7878-c3r
@M7878-c3r 3 года назад
​@@SpriteGuard §82. To make fun of stupid people is part of what it means to be intelligent. -Icycalm, Orgy of the Will I'm not sure if you noticed, but what created for-score plays, "e-sports" and speedrunning was not some magical entity, but designers and players themselves, so an attack on any of these states of "play" are an attack on genetics, no matter how you slice it. So it flows that psychoanalyzing all of these people that have gotten us to this point is vitally important. No worries though, Icy has graciously granted you (and many) the defense that he speaks harshly in order to disavow him, so you should instead be thanking him for such a deed! Furthermore, the notion that Icy had an "incredibly narrow view on games" is laughable, especially coming from the fact these comments are on a STG/arcade-enthusiast channel. One of the aspects that made Icy the greatest critic was his taste and love for all kinds of revolutionary video games like Phantasmagoria, Ketsui, Far Cry, et al! Many do not even acknowledge that better hardware makes better games, and they think they love games more than Icy... yeah right. Do not get it twisted, if you only like a genre or two, you don't love video games, you love that genre. Icycalm's top 100 would decimate any sole genre expert, and in the case of shmups, even his top 100 has games that they apotheosize as the very best like Garegga and Espgaluda II. The most amazing of all, however, is that many in the comments here have subconsciously FELT what Icy states in the scoring essay without phrasing it properly, including YOU. "I want my game to be a joy to play, right in the moment. I don't want the last five seconds of the game, when you don't PB, to ruin the last several minutes of play. I don't want players to soldier through a grind they don't like, just for that little kick when they do PB." This one is subtlety astute from you. Icy: "These scoring mechanics are therefore siphoning off pleasure from inside the game world and redirecting it outside, thereby in all cases and no exceptions, in worse games." "There are ways to differentiate your game that are much more obvious than scoring, and much more marketable." Because the complex scoring mechanics of a Battle Garegga for example, are completely unnatural, aesthetically ludicrous and essentially non-mechanics. So the solution would be make them actual complex mechanics. Again somewhat astute, so why are you hating Icycalm!? Others like Bamd: "seeing a big number go up never satisfied me" since it is not a mechanic, at best facilitating an EXTEND which Icy explains is largely aesthetic anyway. MattPoskito: "Never seen the end of Danmaku Unlimited 3. Still find it exhilarating beating my high score." Icy: "Things change however, and things change radically, with the introduction, starting in the early- and mid-'90s, of a range of shooting titles by companies such as Cave, Raizing, Takumi and others, which begin to feature increasingly esoteric and convoluted scoring systems, systems where the score disentangles itself from the stage progression to such an extent, that players who cleared a game can find themselves outscored by aspie gimps who barely get half-way through it...cont." 100hundert: "I personally find it so satisfying to beat my own records, watch some of my own replays - it quantifies my own progress." Quantifying progress is a pointless reason for a scoring system in games that feature stage progression starting in the third generation, Icy explains. More 100hundert: "On the other hand, I don't think I will ever be good enough to actually 1cc Unlimited mode." Repeat outscoring quote. "I guess what I'm saying is: I enjoy scoring systems that don't feel like an entirely separate layer. In DDP, you chain and you score, but it always felt kind of abstract to me. Whereas in Ketsui, point blanking and getting an immediate reward with those boxes feels directly rewarding on an instinctual level. Batrider feels similar to me - the more I know how, when and where to blow stuff up, the more the game rewards me. The scoring feels like a logical part of the game world. On the other hand, there are quite a few systems where such a approach wouldn't work for me at all. DDP, Ikaruga, Guwange, Mushihimesama - those have scoring systems that don't really feel like an actual part game world. It's hard to describe." 100hundert gets somewhere, saying how some shmups have very unnatural scoring systems, but is satiated as long as there is visual numbers and score-increasing items popping up on the screen every 5 seconds. Certainly you understand what Icy means by "aesthetically absurd" now? The game is "rewarding" him, but the reward is disconnected from the main goal of reaching the end of the game, which is the goal of any game with proper stage progression. Best for last... scoring feels like a logical part of the game world. LOL. Anything is "logical" according to a game world's own logic. Perhaps he means intuitive or natural, but is needing to gun down ships in a certain order and collect medals really so? There you have it, an entire comment section challenged and largely refuted by a years old essay that most are unable to understand. For me there is no classification other than intellectual to deem the author.
@SpriteGuard
@SpriteGuard 3 года назад
@@M7878-c3r you misunderstand. It's not speaking harshly, that's fine, it's the lack of respect that makes his arguments hollow. Everything he says comes from a place of ignorance, not about games, but about humans. That's what I mean by "narrow view": no matter how expansive his personal taste, he doesn't understand anything outside of that taste. His edgelord vocabulary is a silly affectation, but when I say "respect" I'm talking about his unwillingness to understand points he disagrees with, and his habit of making up absurdities to explain away disagreement.
@M7878-c3r
@M7878-c3r 3 года назад
​@@SpriteGuard To be sure, Icy has never treated much of his targets with respect, but something superior to assess was if they actually deserved it. Did the art game and indie developers deserve respect? I'm sure this also may be referring to his forum, so did the people who come in the forum of the best videogame art theory site without even thinking about the contents of messages or making spelling mistakes deserve to not get banned? Quite the controversy it has been, but NO, it's his forum. What some do not understand is that he wanted to keep each post rich, it was a forum for discussion with a philosopher after all! You think even middling people should've been allowed on Nietzsche's forum if such technology existed? Hell no! Even Icy said that "each post in the forum will be studied one day" and it is so true. "- to say that all these games, the very best games we possess - the results of half a century of effort by innumerable extremely dedicated and talented individuals from across the world - are not art - to summarily dismiss the entire history of videogames - to dump it in the trash - and all their designers along with them, in order to raise high above them the piddling, the ludicrous, the contemptible little abortions of platformers and screensavers of a bunch of incorrigibly incompetent lazy bums - is the most vicious, most insolent, most insulting gesture imaginable against our hobby and all those individuals who have poured their souls and lives into it. There's nothing for it: one must not give these shameless, venal wretches an inch - one must not concede to them anything. No association with them is permissible - no reconciliation possible. Whoever has experienced even a few hours of enjoyment with these games (- not to speak of those of us whose entire lives have been enriched by them -); whoever harbors inside him even the tiniest shred of warmth for this truly wonderful, truly bizarre, this truly uncanny art - should be appalled at the idea of these people's mere existence." From On the Genealogy of Art Games. There's the justification for no respect towards the art game and indie developers, and to do so would be emasculation. Quite respectable, no? I'm also not sure what you mean by his ignorance of humans, he has wrote essays psychoanalyzing the scorers, the art game devs, other game journalists, and the culmination of such practices in Orgy, analyzing all of subhumanity resulting in a declaration of war.
@SpriteGuard
@SpriteGuard 3 года назад
@@M7878-c3r this is a great example of what I mean. He ascribes bonkers motivations and comes up with bizarre conspiracies. That is what I mean by ignorance of how people actually work: he's just wrong about why people like things and why they do things. So no, it's not respectable, it's not a justification. It's a bunch of nonsense and hot air. This kind of "us vs them" thinking is ridiculous.
@soratheorangejuicemascot5809
@soratheorangejuicemascot5809 3 года назад
I only have Steam and 3ds, do you recommend Blue Revolver and Sister Royale for a High Score attempt? I also realized that I can't play shmups for more than 1 hour full run so Raiden V is definitely a big no
@TheElectricUnderground
@TheElectricUnderground 3 года назад
I'm not super into sisters royal, but I do know that other players really like it. So I would personally recommend blue revolver of the two :-)
@soratheorangejuicemascot5809
@soratheorangejuicemascot5809 3 года назад
@@TheElectricUnderground I think I should have asked this question on Blue Revolver's dev.
@D-A-K
@D-A-K 3 года назад
Shout out Eschatos soundtrack
@TheElectricUnderground
@TheElectricUnderground 3 года назад
Good ear!
@theninjararar
@theninjararar Год назад
does the scoring system in Devil May Cry come from schmups? a lot of other elements are similar and kamiya always puts schmup lvls in his games
@kirkcavenaugh758
@kirkcavenaugh758 3 года назад
Does "little red riding hoods zombie barbecue" count as a shmup?? Would love to see you play it
@TheElectricUnderground
@TheElectricUnderground 3 года назад
I ve never seen it ha, sounds funny!
@JuanRoosterbeard
@JuanRoosterbeard 3 года назад
You look tired Mark. Hope everything is ok.
@TheElectricUnderground
@TheElectricUnderground 3 года назад
Just recovering from getting sick last week, starting to feel better though :-)
@kagemara277
@kagemara277 11 месяцев назад
Yes it matters because actions of the player have to be clearly categorised so the overall performance can be judged- meaning too much work for lazy developers and new gen players prefer easier difficulties and are lazy too. I was refering to more games than just shmups,…Just my opinion:)
@EMMA-GAMES
@EMMA-GAMES 3 года назад
Good topic, chad score chaser vs. virgin 1cc (joke) Ps point of no return :)))))
@ungabungus01
@ungabungus01 2 года назад
Hard disagree on this. Scoring doesn't add any actual value to the game imo because it isn't necessary for the experience (to me score literally always means nothing like in super mario per your example) but adding it doesn't hurt I suppose. Sure score may make you take a different route but it does unlock any new content
@Nors2Ka
@Nors2Ka 4 месяца назад
This sounds like a very VERY long winded way of saying "because design of pure survival is boring". Not sure how complete memorization of stages is any more interesting, but it is what it is. Really, this shouldn't be a 20 minute video.
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