Thomas,

I am well aware of the impact that scoring used to have an the average game.
In games like asteroids, demon attack, haunted house, dodgem, etc., it was
the only draw toward replay value.
Even when the Nintendo became popular, scoring was still a big factor. Both
Super Mario Brothers I and III had scoring, though high scores never
measured anything. Dido for megaman--at least the first game. Later
incarnations removed the scoring element in favor of strict game play.
In short, I understand what you're doing with the concept of the arcade game
here, but I was just making the point that scoring is not the be-all and
end-all as far as I'm concerned.
In fact, the first time I beat monkey business, I did so without regard for
coins. The only thing they did, in my opinion, was slow down the action. I
was more interested in exploring and overcoming challenges than I was in
tiptoeing around the same tree collecting the last few recalcitrant coins.
Just my thoughts, though.

Peace,
Ryan

-----Original Message-----
From: [email protected] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Sunday, March 26, 2006 6:38 PM
To: [email protected]
Subject: Re: you're not sure why?? - Re: audyssey: Monty new audio
environment.

Hi Ryan,
One of the key features of arcade games was bettering your score. For 
example back in the days when i could still see I use to play against my 
family on games like Demon Attack, Space Invaders, and the fun was 
seeing which one of us could get the final highest score.
That was probably a result of the computer games being limited in what 
they could do at the time. Now, days we have advanced far beyond such 
games, and now it is almost expected to add more randomness, better AI, 
etc to the game. I'm wondering how that can be done, and still truly be 
Montezuma's Revenge. If I did those changes the game would no longer be 
Monty I knew, James knew, or that game at all.
 

Ryan Strunk wrote:
> Tom,
>
> For my part, beating a previous high score was never a sticking point. I
> enjoy games for randomness factors, story lines, and cracking good
> challenges.
> It honestly seems as though those elements have been left out of many 
> recent
> titles. Most of the accessible games on the market right now seem to have
> the ability to improve one's score as a sticking point. I would not at all
> be annoyed if I played a game with no score whatsoever.
>
> Ryan



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