DuckTales: When Scoring Goes Worse

As a kid, I was obsessed with video games. When I wasn’t playing, I was thinking about them, talking about them, and most of all reading about them. I would read any sort of literature I could get my hands on. I’d read game manuals over and over again, memorize strategy guides, and I even found a strange hard-cover book in the library with tips on how to beat over a hundred games from the Apple II era. And of course, I read Nintendo Power any chance I got. Just looking at the maps for the video games it featured felt almost as real as actually playing them.

But there was one section of old issues of Nintendo Power that sort of bothered me: the ‘NES Achievers’ section. Readers would write in to the magazine with their high scores, gaming accomplishments, and presumably some proof of their feats. It wasn’t the fact that these readers were receiving accolades for their video game prowess that bothered me, it was the accomplishments themselves. Some of them were easy enough to understand: Dragon Warrior – Finished. Tetris – 754,811.

Mega Man – 6,695,000

Wait, what? Continue reading

Spelunky: When Scoring Goes Bad

Spelunky Competition

Spelunky is probably my favorite PC video game of 2013 (pending when I finally give Divekick a try). There’s a lot of good stuff going on in the gameplay – find your way down through randomly assembled platforming configurations and collect as much treasure as you can. You have a clear goal, but how to pursue that goal is ambiguous, the way hazards can combine are treacherous, and the ghostly dread of the soft time limit adds a sharp tension to every level you attempt. It has all the trappings of a great game you can play basically forever.

There was one feature that really stood out to me when I began playing: the Daily Challenge. A master server randomly generates a single configuration for the day, and all players get exactly one chance to score on it. It nicely counters the random arrangement and allows players to directly compete on an equal footing while still keeping the core gameplay completely intact.

I loved it – it was exciting to boot up the game each day to try my hand at today’s challenge. Knowing that my one shot for the day was on the line added even more tension to the run, and it really brought out my best. I really had to play things smart – I had to know when to take a big risk with low resources and when to just move on, when to hold ‘em and when to fold ‘em. It seemed like the game was at its best. Then I began to see a disturbing trend in the high score list for each Daily Challenge. That’s when I realized that I was playing all wrong and came to a surprising conclusion:

Daily mode as implemented in Spelunky is actually a bad idea. Continue reading