VIP Call Girls Sonagachi - 8250192130 Escorts Service 50% Off with Cash ON De...
Annex About Scoring
1. HSE CKIR ”Serious Game” 1 (5)
Scoring in the Game design
ADDENDUM TO 27.11.2009/JK
GAME DESIGN
This Document
This document is an addendum for the HSE CKIR ”Save Energy” –project deliverable (Powerpoint)
Game Design document. This document describes details in the scoring of the game design.
1. The Scoring Game Design
Scoring consists of personal scorings of each player, total scores of players in each
building and real world energy consumption data.
2. Total Scoring
The total score of the building is calculated and shown as follows:
Building's real world energy consumption
- (Building's consumption - trend approximation)
- modifiers gained from minigames and other achievements
Score unit is kWh, and it can be also calculated and compared per habitant, per registered
user or any other way.
The score should be visualized so that it is possible to distinct the expectation (by trend),
real consumption and modified consumption. These values from each building should be
possible to be seen side by side.
2. HSE CKIR ”Serious Game” 2 (5)
Scoring in the Game design
ADDENDUM TO 27.11.2009/JK
GAME DESIGN
3. Personal Scoring
Each registered player should have at least following values stored:
Amount of games played, for each different game
Total amount of points gained, for each different game
The best score for each different game
These values are used when ranking players.
For unregistered players, only add gained points to the building total score with a
multiplier of 0.3.
4. Minigame Scoring
Scores from different games should be scaled to somewhat same level. For example,
scores between 100 and 20000 might do. This is necessary to make the games equally
attractive, if players are interested in collecting scores for the building.
This means that for example the weighting game scores should be multiplied with 1000,
when switch off game scores are multiplied with 200.
The scores of each game played in the building are added together to the building's
collective score pool. This means that players can make more points and played games
for the building even if she does not beat her highest score. Scores of supporting players
(not registered & signed in) are multiplied with 0.3 (to make it more attractive to register
and log in).
After each minigame, show the player her score and how it is added to the total score of
the building.
If player makes a personal best,
For registered users:
Tell that it was a personal best
Show 1-3 best scores of the building, and 2 players just better and 2
worse of the player's best score.
If not,
For registered users:
3. HSE CKIR ”Serious Game” 3 (5)
Scoring in the Game design
ADDENDUM TO 27.11.2009/JK
GAME DESIGN
Tell how much the player was behind her personal best
Show 1-3 best scores of the building, and 2 players just better and 2
worse of the player's best score.
Show the player's score (in the same list as the personal best)
For unregistered users show 1-3 best scores of the building, and player's
position among the registered users (since it is not possible to distinct
different players from each other)
Show also comparable score values of the game from each building, separating the
registered player scores from the supporter scores.
5. Achievements
The games played, collective score and average scores per player per each game are
calculated for achievements.
NOTE! The amounts of players, games and points might not be realistic, since there was
no information about player amounts and scores gained from games.
The effects should be scaled down, if there are more games or achievements designed.
The maximum total effect from achievements should be some 10% higher than the
wanted result from the campaign, so if the campaign aims to 15% energy savings, the
maximum effect gained from achievements should be 25%.
Since no one actually knows how many and how active players there will be, it would be
wise to either start with only one kind of achievement per game. After a short period of
data collecting, scale the amounts of players, games and scores so, that the following
achievements are not too easily gained, or too far away. There can be an advertising
campaign about new achievements, so the players feel like they just gained something
more to play.
Other option is to break each of the achievements to smaller levels, e.g. 1 000 000 points
(-0,25% consumption), 100 000 000 points (-0.66% consumption) and 100 000 000 000
points (-1% consumption).
4. HSE CKIR ”Serious Game” 4 (5)
Scoring in the Game design
ADDENDUM TO 27.11.2009/JK
GAME DESIGN
6. Good Achievements
Source Achievement Item (examples) Effect
Recycling game 100 individual players Paper recycle bin -1% Energy consumption
Total of 1 000 000 points Metal waste bin -1% Energy consumption
Total of 1000 games played Biowaste bin -1% Energy consumption
Window clicker 100 individual players Solar panel -1% Energy consumption
Total of 1 000 000 points Another panel -1% Energy consumption
Total of 1000 games played Yet another panel -1% Energy consumption
Lights off 100 individual players Windmill -1% Energy consumption
Total of 1 000 000 points Bigger windmill -1% Energy consumption
Total of 1000 games played Bigger windmill -1% Energy consumption
Weighting game 100 individual players Flea market -1% Energy consumption
Total of 1 000 000 points Recycling center -1% Energy consumption
Total of 1000 games played Retro shop -1% Energy consumption
Any other game 100 individual players Something nice -1% Energy consumption
Total of 1 000 000 points related to -1% Energy consumption
Total of 1000 games played the game idea -1% Energy consumption
Player stats Most games per player Flowers and trees -2% Energy consumption
Best average score per player More flowers -2% Energy consumption
Real world Drop consumption 14 days in a row bicycles, segways etc -3% Energy consumption
Special events Whatever is the goal
10 000 international challenges Video coference system
5. HSE CKIR ”Serious Game” 5 (5)
Scoring in the Game design
ADDENDUM TO 27.11.2009/JK
GAME DESIGN
7. Bad Achievements
Source Achievement Item (examples) Effect
Weighting game 100 wrong answes Machine of nothing +1% Energy consumption
When first achieved,
removes 10000 points
from the total recycling
Recycling game 10 games of 0 points Ton of waste game scores
Real world Rise consumption 14 days in a row SUVs etc +2% Energy consumption
Evil screensaver on for 10 000
hours New power line +2% Energy consumption
8. Europe Scoring
Total score from all over Europe is calculated as follows:
100 -
(Total expected consumption from every building
- Combined total building scores)
/ Total expected consumption from every building
*100 (to make it %)
The bigger the amount is (in %), the bigger the effect to the Common Evil (tm) is.
There could be several levels of effect, when the maximum effect could be achieved with
25% (eg.) difference from expectations.